We are getting crashes that seems related to those posted in another thread: [Sequencer causing a “Fatal world leaks detected” [Content removed]
We tried to apply the fix mentioned by the author of the mentioned thread, but unfortunately it hasn’t worked for us.
The crash occurs only during transition from the main gameplay level to the main menu. This transition is triggered by choosing an option to go back to main menu from gameplay pause menu (maybe having the pause enabled at that point is worth mentioning).
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This question was created in reference to: [Sequencer causing a “Fatal world leaks detected” [Content removed]
Hi There,
While I look into this and to rule out the error coming from anywhere else.
Do you have something similar to the following setup that triggered the error for them?
- A blueprint with an actor sequence component set to auto run (but I’m pretty sure that starting and stopping a classic level sequence in the beginplay / endplay of the BP instead of using the component would do the same)
- A character BP with a skeletal mesh animated with an animation blueprint [ABP_SkeletalMesh]
- A level sequence actor placed in the level is playing this sequence. The important bits of this sequence are:
- It possesses BP_SkeletalMesh placed in the level and plays an animation in one of its slots
- It spawns a BP_SpawnedByLevelSequence (that will also play its own sequence)
- In the level blueprint, the OpenLevel is called after 2 seconds to unload the world and trigger a GC
It does sound like you are hitting it on level unload.
Kind Regards
Keegan Gibson