PCG crash during load when playing in the editor without any World Partition regions loaded

Hi,

We’ve recently started using ‘Disable Loading of Last Loaded Regions’ and after doing so we started seeing crashes related to PCG shortly after pressing play in the editor. Here is the callstack.

UnrealEditor-CoreUObject.dll!FUObjectArray::IndexToObject(int) Line 943 C++ UnrealEditor-CoreUObject.dll!FUObjectArray::AllocateSerialNumber(int Index) Line 472 C++ UnrealEditor-CoreUObject.dll!FWeakObjectPtr::operator=(const UObject * Object) Line 39 C++ UnrealEditor-PCG.dll!TPersistentObjectPtr<FSoftObjectPath>::operator=(const UObject *) Line 61 C++ UnrealEditor-PCG.dll!TSoftObjectPtr<UObject const>::operator=(const UObject *) Line 283 C++ UnrealEditor-PCG.dll!FPCGStackFrame::SetObject(const UObject *) Line 52 C++ UnrealEditor-PCG.dll!FPCGStackFrame::FPCGStackFrame(const UObject * InObject) Line 31 C++ UnrealEditor-PCG.dll!TArray<FPCGStackFrame,TSizedDefaultAllocator<32>>::Emplace(const UObject * &) Line 2263 C++ UnrealEditor-PCG.dll!FPCGStack::PushFrame(const UObject *) Line 114 C++ UnrealEditor-PCG.dll!UPCGSubsystem::ClearExecutionMetadata(UPCGComponent * InComponent) Line 1765 C++ UnrealEditor-PCG.dll!FPCGActorAndComponentMapping::UnregisterPartitionedPCGComponent(UPCGComponent * InComponent) Line 525 C++ UnrealEditor-PCG.dll!FPCGActorAndComponentMapping::UnregisterPCGComponent(UPCGComponent * InComponent, bool bForce) Line 510 C++ UnrealEditor-PCG.dll!FPCGActorAndComponentMapping::Tick() Line 207 C++ UnrealEditor-PCG.dll!UPCGSubsystem::Tick(float DeltaSeconds) Line 307 C++ UnrealEditor-Engine.dll!FTickableGameObject::TickObjects(UWorld * World, ELevelTick LevelTickType, bool bIsPaused, float DeltaSeconds) Line 198 C++ UnrealEditor-Engine.dll!UWorld::Tick(ELevelTick TickType, float DeltaSeconds) Line 1600 C++ UnrealEditor-UnrealEd.dll!UEditorEngine::Tick(float DeltaSeconds, bool bIdleMode) Line 1935 C++ As expected, we get the same problem if we go back to having ‘Loading of Last Loaded Regions’ enabled but manually unload all regions prior to switching map or closing down the editor.

One thing we noticed is that having a tiny region of the map loaded was sufficient to prevent the crash from happening. Is this a known issue?

Cheers,

Michael

Hello,

I have been unable to reproduce this issue based on the description. Would you be able to provide a repro project or steps to reproduce the issue? Thank you!

Take care,

John