I was launching my game on Android, after the launch completed I got this error (probably during an autosave happening concurrently with the launch? Not exactly sure what the editor was doing, I was looking at another window at the time)
This is UE4.6.1 built from source, using a blueprint-only project.
Fatal error: [File:CENSORED\UnrealEngine\Engine\Source\Runtime\CoreUObject\Private\UObject\UObjectGlobals.cpp] [Line: 120]
Illegal call to StaticFindObject() while serializing object data!
Here’s the call stack:
UE4Editor-Core.dll!StaticFailDebug(const wchar_t * Error, const char * File, int Line, const wchar_t * Description, bool bIsEnsure) Line 190 C++
UE4Editor-Core.dll!FMsg::Logf__VA(const char * File, int Line, const FName & Category, ELogVerbosity::Type Verbosity, const wchar_t * Fmt, ...) Line 523 C++
UE4Editor-CoreUObject.dll!StaticFindObject(UClass * ObjectClass, UObject * InObjectPackage, const wchar_t * OrigInName, bool ExactClass) Line 123 C++
UE4Editor-UnrealEd.dll!UEditorEngine::PlayEditorSound(const FString & SoundAssetName) Line 1844 C++
UE4Editor-UnrealEd.dll!FLauncherNotificationTask::DoTask(ENamedThreads::Type CurrentThread, const TRefCountPtr<FGraphEvent> & MyCompletionGraphEvent) Line 1225 C++
UE4Editor-UnrealEd.dll!TGraphTask<FLauncherNotificationTask>::ExecuteTask(TArray<FBaseGraphTask *,FDefaultAllocator> & NewTasks, ENamedThreads::Type CurrentThread) Line 671 C++
UE4Editor-Core.dll!FTaskThread::ProcessTasks(int QueueIndex, bool bAllowStall) Line 428 C++
UE4Editor-Engine.dll!FFrameEndSync::Sync(bool bAllowOneFrameThreadLag) Line 7106 C++
UE4Editor-UnrealEd.dll!TickSlate() Line 312 C++
UE4Editor-UnrealEd.dll!FFeedbackContextEditor::ProgressReported(const float TotalProgressInterp, FText DisplayMessage) Line 423 C++
UE4Editor-Core.dll!FFeedbackContext::UpdateUI() Line 27 C++
UE4Editor-Core.dll!FFeedbackContext::RequestUpdateUI(bool bForceUpdate) Line 19 C++
UE4Editor-CoreUObject.dll!UPackage::SavePackage(UPackage * InOuter, UObject * Base, EObjectFlags TopLevelFlags, const wchar_t * Filename, FOutputDevice * Error, ULinkerLoad * Conform, bool bForceByteSwapping, bool bWarnOfLongFilename, unsigned int SaveFlags, const ITargetPlatform * TargetPlatform, const FDateTime & FinalTimeStamp, bool bSlowTask) Line 3404 C++
UE4Editor-UnrealEd.dll!UEditorEngine::SavePackage(UPackage * InOuter, UObject * InBase, EObjectFlags TopLevelFlags, const wchar_t * Filename, FOutputDevice * Error, ULinkerLoad * Conform, bool bForceByteSwapping, bool bWarnOfLongFilename, unsigned int SaveFlags, const ITargetPlatform * TargetPlatform, const FDateTime & FinalTimeStamp, bool bSlowTask) Line 4368 C++
UE4Editor-UnrealEd.dll!UEditorEngine::Exec_Obj(const wchar_t * Str, FOutputDevice & Ar) Line 4079 C++
UE4Editor-UnrealEd.dll!UEditorEngine::Exec(UWorld * InWorld, const wchar_t * Stream, FOutputDevice & Ar) Line 5196 C++
UE4Editor-UnrealEd.dll!UUnrealEdEngine::Exec(UWorld * InWorld, const wchar_t * Stream, FOutputDevice & Ar) Line 715 C++
UE4Editor-UnrealEd.dll!SaveWorld(UWorld * World, const FString * ForceFilename, const wchar_t * OverridePath, const wchar_t * FilenamePrefix, bool bRenamePackageToFile, bool bCheckDirty, FString & FinalFilename, bool bAutosaving, bool bPIESaving) Line 523 C++
UE4Editor-UnrealEd.dll!FEditorFileUtils::AutosaveMap(const FString & AbsoluteAutosaveDir, const int AutosaveIndex, const bool bForceIfNotInList, const TSet<TWeakObjectPtr<UPackage,FWeakObjectPtr,FIndexToObject>,DefaultKeyFuncs<TWeakObjectPtr<UPackage,FWeakObjectPtr,FIndexToObject>,0>,FDefaultSetAllocator> & DirtyPackagesForAutoSave) Line 2034 C++
UE4Editor-UnrealEd.dll!FPackageAutoSaver::AttemptAutoSave() Line 177 C++
UE4Editor-UnrealEd.dll!UUnrealEdEngine::Tick(float DeltaSeconds, bool bIdleMode) Line 335 C++
UE4Editor.exe!FEngineLoop::Tick() Line 2214 C++
UE4Editor.exe!GuardedMain(const wchar_t * CmdLine, HINSTANCE__ * hInInstance, HINSTANCE__ * hPrevInstance, int nCmdShow) Line 131 C++
UE4Editor.exe!WinMain(HINSTANCE__ * hInInstance, HINSTANCE__ * hPrevInstance, char * __formal, int nCmdShow) Line 191 C++