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DecKit Crash related to World-Object

Hi all,

I’m not sure if I do something wrong, but if not, then consider this as a Bug-Report:

Everytime I add something World related to the PrimalGameDataBP like “Event Loaded World”, “Event Ticked World” or “Get Primary World” and Load/Start the TestMap and close the TestMap again, the hole DevKIt crashes with this:


Fatal error: [File:H:\SVN_Ark\Engine\Source\Developer\MessageLog\Private\Model\MessageLogListingModel.cpp] [Line: 70] 
Critical Error WeaponFistsAnimBlueprint_C /Game/Maps/UEDPIE_1_TestMap.TestMap:PersistentLevel.WeapFists_C_1.WeaponMesh1P.WeaponFistsAnimBlueprint_C_1 Object from PIE level still referenced. Shortest path from root:    WeaponFistsAnimBlueprint_C /Game/Maps/UEDPIE_1_TestMap.TestMap:PersistentLevel.WeapFists_C_1.WeaponMesh1P.WeaponFistsAnimBlueprint_C_1 [target]
   SkeletalMeshComponent /Game/Maps/UEDPIE_1_TestMap.TestMap:PersistentLevel.WeapFists_C_1.WeaponMesh1P  (ObjectProperty /Script/Engine.SkeletalMeshComponent:AnimScriptInstance)
   WeapFists_C /Game/Maps/UEDPIE_1_TestMap.TestMap:PersistentLevel.WeapFists_C_1  (ObjectProperty /Script/ShooterGame.ShooterWeapon:Mesh1P)
   Level /Game/Maps/UEDPIE_1_TestMap.TestMap:PersistentLevel  (StructProperty /Script/Engine.EdGraphPin:PinType)
   World /Game/Maps/UEDPIE_1_TestMap.TestMap  (ObjectProperty /Script/Engine.World:PersistentLevel)
   PrimalGameData_BP_MyMod_C /Engine/Transient.UnrealEdEngine_0:PrimalGlobalsBlueprint_C_0.PrimalGameData_BP_MyMod_C_2  (ObjectProperty /Game/Mods/MyMod/PrimalGameData_BP_MyMod.PrimalGameData_BP_MyMod_C:CallFunc_GetPrimaryWorld_ReturnValue)
   PrimalGlobalsBlueprint_C /Engine/Transient.UnrealEdEngine_0:PrimalGlobalsBlueprint_C_0  (ObjectProperty /Script/ShooterGame.PrimalGlobals:PrimalGameDataOverride)
   UnrealEdEngine /Engine/Transient.UnrealEdEngine_0 (root) (ObjectProperty /Script/Engine.Engine:GameSingleton)



VERSION: 255.5 
KERNELBASE.dll!UnknownFunction (0x00007ff971f97788) + 0 bytes [UnknownFile:0]
UE4Editor-Core.dll!UnknownFunction (0x00007ff9428966ad) + 0 bytes [UnknownFile:0]
UE4Editor-Core.dll!UnknownFunction (0x00007ff94277d12f) + 0 bytes [UnknownFile:0]
UE4Editor-MessageLog.dll!UnknownFunction (0x00007ff9385dc4c5) + 0 bytes [UnknownFile:0]
UE4Editor-MessageLog.dll!UnknownFunction (0x00007ff9385dc5bf) + 0 bytes [UnknownFile:0]
UE4Editor-Core.dll!UnknownFunction (0x00007ff9426b4c25) + 0 bytes [UnknownFile:0]
UE4Editor-UnrealEd.dll!UnknownFunction (0x00007ff93e76d126) + 0 bytes [UnknownFile:0]
UE4Editor-UnrealEd.dll!UnknownFunction (0x00007ff93e4f0b6b) + 0 bytes [UnknownFile:0]
UE4Editor-UnrealEd.dll!UnknownFunction (0x00007ff93e9666c6) + 0 bytes [UnknownFile:0]
UE4Editor.exe!UnknownFunction (0x00007ff61e61a8b5) + 0 bytes [UnknownFile:0]
UE4Editor.exe!UnknownFunction (0x00007ff61e60f91f) + 0 bytes [UnknownFile:0]
UE4Editor.exe!UnknownFunction (0x00007ff61e60f98a) + 0 bytes [UnknownFile:0]
UE4Editor.exe!UnknownFunction (0x00007ff61e61bf50) + 0 bytes [UnknownFile:0]
UE4Editor.exe!UnknownFunction (0x00007ff61e61ce99) + 0 bytes [UnknownFile:0]
KERNEL32.DLL!UnknownFunction (0x00007ff9757c8364) + 0 bytes [UnknownFile:0]
ntdll.dll!UnknownFunction (0x00007ff975a770d1) + 0 bytes [UnknownFile:0]
ntdll.dll!UnknownFunction (0x00007ff975a770d1) + 0 bytes [UnknownFile:0]


Howto reproduce:

  1. Add something World-Object realted to PGD
  2. Select your PGD in the TestMap
  3. Load the Game with TestMap and play around (until here everything works fine)
  4. Close the TestMap
  5. See the Crash after you closed.

Kind regards McBane

EDIT: Looks like infinite Loops/Timers or predifined Ticks inside PGD are causing this…
EDIT2: This seems to happen if I still have open References to foreign Objects like the World. But how to remove those references on close?

Those World Event callbacks are still buggy. It’s best to avoid using them until they are more stable.

OK, thank you.
It seems the hole PGD is buggy. If you have any reference to an Object, e.g. in a Variable, and you don’t clear this Variable before the Game exits, then it will crash. But clearing this Variable isn’t possible as long there is no Event, which tells you, that PGD/Game exits now.