Engine Always Chrashes After Playing Level Sequence And Trying To Load A Level

I am working on an editor tool where I want to create a render sequence and then start a render. When the render is complete I want to load another level.

The render itself is successeful and saves all frames to disk. However, when try to load a level the engine always crashes.

Here is the snippet of code that causes the problem:

I have tried…

  • Various types of “load level” nodes that change the editor map.

  • Using the “Movie Pipeline Runtime Subsystem” & the “Movie Pipeline Queue Subsystem” to start a render.

I have noticed that some nodes works fine when putting them after the “Complete” event. Such as “Print String”, “Delay” and many others but not “Load Level”

Any ideas of how to fix this issue?

Hello, @TypicaUnrealUser

It appears you’re encountering a crash when attempting to load a new level after a render sequence in your editor tool. This issue might be related to the editor not properly releasing resources from the rendered level before attempting to load a new one. Here’s a potential solution:

Introduce a Delay: After the render is complete, introduce a delay before loading the new level. This can give the engine time to properly release resources and prepare for the level load.
Use Asynchronous Loading: If available, consider using asynchronous level loading methods which can help prevent crashes by not blocking the main thread.
Check for Errors: Review the engine’s log files for any error messages that occur right before the crash. This can provide clues as to what might be causing the issue.
Update Your Tool: Ensure that your editor tool and the engine are updated to the latest versions, as this might contain fixes for known issues.

I hope this step is helpful for you.

Best Regard,
patrick521f

Hello, @TypicaUnrealUser AARPMahjongg

can you tell me my suggestion is helpful for you.

Best Regard,
patrick521f

Hello @patrick521f! Sorry for the delayed response.

Adding a “Delay” node of 10 seconds between the “Complete” event and the “Load Level” node does not help. The render will fisnish and then, after 10 seconds, the engine will try to load the new level and crash.

I will look into Asynchronous Loading and check if that helps.

I have tested around and also found this out:
When loading a map and then starting a render, the “Complete” event will not trigger… strange. Maybe this information will help to solve the issue I posted?

I managed to solve the issue by creating editor utility tasks. Here is a great resource for how they work by @Cody.Albert. Editor Utility Tasks | Tutorial

In the picture below, step A renders a sequence and step B loads a new map (without crashing the engine!)

Here is my implementation of the editor utility tasks! (Maybe not the best but hope it can help someone)

A1

A2

B

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