Cancelling Async Loads on a Forced Engine Exit produces a Fatal Error

Hi,

It is a known issue and I’m currently working on it.

It can generally be fixed by adding a FlushAsyncLoading before PreExit() in LaunchEngineLoop.cpp

`FlushAsyncLoading();

if ( GEngine != nullptr )
{
#if WITH_EDITOR
if (GIsEditor)
{
FEditorDelegates::OnEditorPreExit.Broadcast();
}
#endif // WITH_EDITOR

GEngine->PreExit();
}

if (GEngine != nullptr)
{
GEngine->ReleaseAudioDeviceManager();
}`CancelAsyncLoading is not supported and will be deprecated in the future. So also please make sure that s.FlushStreamingOnExit is true in your ini files (should be the default anyway).

Thanks

Danny