All,
I have some areas in my map that if I go to, the player just… stops responding. The world is very much alive but that player freezes:
This is the bottom of the map. If I start the player on the top portion of the map, I can run all I want. It’s the south part of the map that has this"invisible border".
If I try to spawn after that point, my player will be up in the clouds:
Log:
LogTemp: Repeating last play command: New Editor Window (PIE)
LogBlueprintUserMessages: Early PlayInEditor Detection: Level '/Game/Maps/Levels/OSA_Level_1.OSA_Level_1:PersistentLevel' has LevelScriptBlueprint '/Game/Maps/Levels/OSA_Level_1.OSA_Level_1:PersistentLevel.OSA_Level_1' with GeneratedClass '/Game/Maps/Levels/OSA_Level_1.OSA_Level_C' with ClassGeneratedBy '/Game/Maps/Levels/OSA_Level_1.OSA_Level_1:PersistentLe
vel.OSA_Level_1'
LogPlayLevel: PlayLevel: No blueprints needed recompiling
PIE: New page: PIE session: OSA_Level_1 (25/lug/2018 23:00:24)
LogPlayLevel: Creating play world package: /Game/Maps/Levels/UEDPIE_0_OSA_Level_1
LogPlayLevel: PIE: StaticDuplicateObject took: (14.697175s)
LogAIModule: Creating AISystem for world OSA_Level_1
LogPlayLevel: PIE: World Init took: (0.000970s)
LogPlayLevel: PIE: Created PIE world by copying editor world from /Game/Maps/Levels/OSA_Level_1.OSA_Level_1 to /Game/Maps/Levels/UEDPIE_0_OSA_Level_1.OSA_Level_1 (14.698487s)
LogInit: XAudio2 using 'Headphones (High Definition Audio Device)' : 2 channels at 44.1 kHz using 16 bits per sample (channel mask 0x3)
LogInit: FAudioDevice initialized.
LogLoad: Game class is 'BP_OSA_GameMode_TEST_C'
LogWorld: Bringing World /Game/Maps/Levels/UEDPIE_0_OSA_Level_1.OSA_Level_1 up for play (max tick rate 3) at 2018.07.25-21.00.40
LogWorld: Bringing up level for play took: 0.549597
PIE: Play in editor start time for /Game/Maps/Levels/UEDPIE_0_OSA_Level_1 14,49
LogBlueprintUserMessages: Late PlayInEditor Detection: Level '/Game/Maps/Levels/OSA_Level_1.OSA_Level_1:PersistentLevel' has LevelScriptBlueprint '/Game/Maps/Levels/OSA_Level_1.OSA_Level_1:PersistentLevel.OSA_Level_1' with GeneratedClass '/Game/Maps/Levels/OSA_Level_1.OSA_Level_C' with ClassGeneratedBy '/Game/Maps/Levels/OSA_Level_1.OSA_Level_1:PersistentLev
el.OSA_Level_1'
LogBlueprintUserMessages: Early EndPlayMap Detection: Level '/Game/Maps/Levels/OSA_Level_1.OSA_Level_1:PersistentLevel' has LevelScriptBlueprint '/Game/Maps/Levels/OSA_Level_1.OSA_Level_1:PersistentLevel.OSA_Level_1' with GeneratedClass '/Game/Maps/Levels/OSA_Level_1.OSA_Level_C' with ClassGeneratedBy '/Game/Maps/Levels/OSA_Level_1.OSA_Level_1:PersistentLeve
l.OSA_Level_1'
LogSlate: Window 'OneStepAhead Game Preview Standalone (64-bit/PCD3D_SM5)' being destroyed
LogOnline: Display: OSS: FOnlineSubsystemNull::Shutdown()
LogOnline: Display: OSS: FOnlineAsyncTaskManager::Stop() ActiveTask:0000000000000000 Tasks[0/0]
LogOnline: Display: OSS: FOnlineAsyncTaskManager::Exit() started
LogOnline: Display: OSS: FOnlineAsyncTaskManager::Exit() finished
LogPlayLevel: Display: Shutting down PIE online subsystems
LogBlueprintUserMessages: Late EndPlayMap Detection: Level '/Game/Maps/Levels/OSA_Level_1.OSA_Level_1:PersistentLevel' has LevelScriptBlueprint '/Game/Maps/Levels/OSA_Level_1.OSA_Level_1:PersistentLevel.OSA_Level_1' with GeneratedClass '/Game/Maps/Levels/OSA_Level_1.OSA_Level_C' with ClassGeneratedBy '/Game/Maps/Levels/OSA_Level_1.OSA_Level_1:PersistentLevel
.OSA_Level_1'
LogPlayLevel: Display: Destroying online subsystem :Context_32
LogOnline: Display: OSS: FOnlineSubsystemNull::Shutdown()
Any ideas…? After all the effort I’ve put into this game, I hope this is fixable.
Thanks for any kind soul that will provide some insights…