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