Right now I tried doing the GetWorld() like this:
UWorld* World;
AsyncTask(ENamedThreads::GameThread, [&]()
{
World = This->GetWorld();
});
FPlatformProcess::Sleep(0.05);
if (World)
{
It still crashes, but gives me an error for which I do have debiggung symbols:
UE4Editor_CoverGeneration!UE4Function_Private::TFunctionRefCaller<<lambda_0669c9081f4c46e320c61fb252ddaac4>,void __cdecl(void)>::Call() [c:\program files\epic games\ue_4.15\engine\source\runtime\core\public\templates\function.h:244]
UE4Editor_Core!TGraphTask<FAsyncGraphTask>::ExecuteTask() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\core\public\async\taskgraphinterfaces.h:883]
UE4Editor_Core!FNamedTaskThread::ProcessTasksNamedThread() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\core\private\async\taskgraph.cpp:954]
UE4Editor_Core!FNamedTaskThread::ProcessTasksUntilIdle() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\core\private\async\taskgraph.cpp:716]
UE4Editor_Engine!FFrameEndSync::Sync() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\engine\private\unrealengine.cpp:8430]
UE4Editor!FEngineLoop::Tick() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\launch\private\launchengineloop.cpp:3151]
UE4Editor!GuardedMain() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\launch\private\launch.cpp:166]
UE4Editor!GuardedMainWrapper() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:134]
UE4Editor!WinMain() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:210]
UE4Editor!__scrt_common_main_seh() [f:\dd\vctools\crt\vcstartup\src\startup\exe_common.inl:264]
kernel32
ntdll
The output log still is the same.