We haven’t been able to reproduce the problem with the information you shared. Can you provide a sample project that demonstrate the problem or precise instructions?
Hi Martin, it does seem some what fickle to reproduce. I poked it for a few minutes this afternoon and didn’t find a reliable way to trigger it. It needs to trigger a list rebuild while a level is streaming: That IsInBlock must return true.
void UWorldFolders::RebuildList()
{
if (GetWorld()->GetIsInBlockTillLevelStreamingCompleted())
{
This is what the editor looked like when it reproed [Image Removed]I’ve got a level placed in the world, and a PLI version of that same level placed.
I had just clicked ‘save’ on the PLI.
It’s not very consistent though, sometimes it works with just a single level instance, other times the PLI seems to be needed.
The logical flaw with the code in question is that it’s `GetWorld()` is a weak pointer and is no longer valid by the time RebuildList is invoked on the next frame. [Image Removed]
Thanks for the extra information. That should help reproducing the problem. We would like to be able to understand why this is happening and avoid to slap a guard on the validity of the weak pointer if possible.