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 withIsValid()
).
Hope this helps others facing the same issue!