Fatal error: [File:D:\build++UE5\Sync\Engine\Source\Editor\UnrealEd\Private\EditorServer.cpp] [Line: 2066] World Memory Leaks: 2 leaks objects and packages. See The output above.
If it crashed the editor, can you post the latest log in your project’s Saved/Crashes folder? If not, can you post the relevant lines from the Output window in Unreal Engine? They should include more detailed information about the crash(es).
Also, remember to back up all projects that are important to you to a source control site like GitHub. The Github Desktop app is a good place to get started.
LogLoad: Error: Old World /Game/ExampleConfigs/cesium_2.cesium_2 not cleaned up by GC! Object World /Game/ExampleConfigs/cesium_2.cesium_2 is being referenced by ScreenCredits_C /Game/ExampleConfigs/cesium_2.cesium_2:ScreenCredits_C_0:
(root) GCObjectReferencer /Engine/Transient.GCObjectReferencer_0
LogLoad: Error: Old Package /Game/ExampleConfigs/cesium_2 not cleaned up by GC! Object Package /Game/ExampleConfigs/cesium_2 is being referenced by K2Node_CallFunction /Game/ExampleConfigs/cesium_2.cesium_2:PersistentLevel.cesium_2.EventGraph.K2Node_CallFunction_21:
(root) DisplayClusterEditorEngine /Engine/Transient.DisplayClusterEditorEngine_0
So you are using the Cesium plugin? Did you get this error immediately after opening a Cesium level, or did you add something that may have caused it, such as a node that loads maps or something?
Yes, I’m using this plugin, my default level is a Cesium level, and when I want to create a new level and enter another level, it crashes with this error, and I also use TCP
I encountered the same error, though not related to the Cesium plugin. In my case, the crash occurred because a Blueprint (or other object) held a strong reference (TObjectPtr<AActor>) to an Actor in the level, preventing garbage collection (GC) from unloading the level properly.
Solution:
Replace TObjectPtr<AActor> with TWeakObjectPtr<AActor> in any Blueprint or C++ class storing level Actor references. This ensures the level can be garbage-collected when needed.
Why it works:
TObjectPtr creates a persistent (strong) reference, blocking GC.
TWeakObjectPtr allows GC while still providing access (check with IsValid()).