Ever since I’ve upgraded to 4.25, my game crashes at completly random moments. Sometimes few seconds in, sometimes few hours without crash. I’ve tried disabling every feature of my game separately, but the crashes stopped happening only after i literally disabled every single spawn call, from both c++ and blueprints, so it was pretty much just an empty scene. I can’t get anything useful from callstacks, because it always happens somewhere deep within engine, and almost always in a different place. They seem to happen much less frequently if i don’t destroy any actors. I don’t know what to do anymore, what else can i check… maybe someone stumbled upon similar issue? Any help will be appreciated.
I’m attaching some screenshots.
Alright, it took me about 25 hours but I found the issue. My last idea was to add IsValid() and IsValidLowLevel() checks to literally every UObject pointer and reference in my code, and found out that 2 objects were being garbage collected, because they were private and so they couldn’t be UPROPERTY().
I still don’t know why it almost never crashed on version 4.22.3.