Last attempt: Try a ‘remove all widgets’ before opening the level.
No success unfortunately. Calling the “Remove All Widgets” node before the “Open Level” node still causes UE to crash.
Although probably not ideal, I think I’ve found a workaround.
As @Rumzie pointed out above, the issue relates to a reference being made to the current level that remains and thus conflicts when I try to open another level.
Furthermore, as @Rumzie also pointed out, the issue relates to the concept of transactions.
After looking into what transactions are and what functions there are available with it, I found out that if I call the node “End Transaction” before the node “Open Level”, the next level is opened without any crash.
I believe the logic here is that the transaction that contains the reference to the current level is closed, allowing for the next level to be opened without any conflicts.
I am uncertain however if this is indeed what is happening, and if there are any potential unintended negative consequences to this.
Now, although this works in the editor, I’m also uncertain about if this solution would also work in the final packaged game, as the Unreal Engine documentation states for the “End Transaction” node: “Note: Only available in the editor”.
Transactions are an editor thing. That’s why you can’t get it in a package.
If transactions are only in the editor, and the issue I’ve faced relates to transactions, do you believe the issue will then not come up when playing the packaged game? @ClockworkOcean
Just package it and try it out. I think it will be fine
I have almost the same problem here. However, I am not getting anywhere at all.
I have two levels. In one are my menus. In the second the actual game. If I open the game from Level1 Blueprint via Open Level then it crashes. However, and this is strange Not on all devices. With me (iPhone 12 Pro / Max and Android Samsung) it works. On iPhone 11 Pro or 12 Mini it crashes right after the command as well as on some Samsung phones. What could be the problem? It seems like it’s not an internal game issue, but a settings thing.