Fatal world leak crash when transitioning between levels

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