Restarting level crashes engine/editor

Branch: Binary

Build version: 4.5.0 [Preview]

Detailed description of the issue: When attempting to reload the level using “open level” command with the level name being the current level, the engine crashes completely. Also happens when using the console command “RestartLevel” - with both blueprints and console.

Repro Steps

Action 1: Open UMG widget.

Action 2: Create on mouse-click event for a button.

Action 3: Create “Open Level” node.

Action 4: Connect the two nodes.

Action 5 Play game.

Action 6 Click the button - Crash occurs.

  • Also tried using console command “RestartLevel” instead of “Open Level” node.

  • Also tried using the console instead of a UMG widget - same result.

Frequency: 100%

System Specs:

  • Windows 8.1

  • AMD FX 8350

  • AMD 7970

  • 16GB DDR3 RAM

  • ASUS Xonar D2X

  • 2x 7200RPM HDDs in Raid-0

Attachments: Log/DMP files

Crash Error:


Unknown exception - code 00000001 (first/second chance not available)

Fatal error: [File:D:\BuildFarm\buildmachine_++depot+UE4-Releases+4.5\Engine\Source\Editor\UnrealEd\Private\Editor.cpp] [Line: 6846] 
World //Game//Maps//UEDPIE_0_TESTMAP.TESTMAP not cleaned up by garbage collection!
   (Object is not currently ro

KERNELBASE + 23544 bytes
UE4Editor_Core + 3175412 bytes
UE4Editor_Core + 1677807 bytes
UE4Editor_UnrealEd + 1909764 bytes
UE4Editor_Engine + 9424314 bytes
UE4Editor_Engine + 9212288 bytes
UE4Editor_Engine + 9519037 bytes
UE4Editor_UnrealEd + 1893624 bytes
UE4Editor_UnrealEd + 6486294 bytes
UE4Editor!FEngineLoop::Tick() + 3524 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.5\engine\source\runtime\launch\private\launchengineloop.cpp:2129]
UE4Editor!GuardedMain() + 479 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.5\engine\source\runtime\launch\private\launch.cpp:133]
UE4Editor!GuardedMainWrapper() + 26 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.5\engine\source\runtime\launch\private\windows\launchwindows.cpp:125]
UE4Editor!WinMain() + 249 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.5\engine\source\runtime\launch\private\windows\launchwindows.cpp:201]
UE4Editor!__tmainCRTStartup() + 329 bytes [f:\dd\vctools\crt\crtw32\dllstuff\crtexe.c:618]

Hey Kenomica,

I tried to reproduce this in a new project, and no crash occurred. Could you create a new project and follow the same steps to see if it still occurs for you? Thanks!

Just created a new project with the Third Person template - tried with a UMG widget and with button presses.

No crashes. A little worrying.

We’ll dig into the logs for the crash and see if we can find what’s causing it. In the meantime, could you try making a copy of the project in 4.5 and see if the same crash occurs? Thanks!

Much appreciated, thanks.

Created a clone and the same behaviour occurs.

Any update on this?

I’ve discovered more on the issue (though not why)

I have three maps; a main menu and two playable levels.

  • Using Open Level from Main menu to Level 1 or Level 2 works perfectly.
  • Using Open Level from Level 1 to Level 2 crashes the editor
  • Using Open Level from Level 2 to Level 1 crashes the editor
  • Using Open Level from Level 1 or Level 2 to Main Menu crashes the editor.
  • Using Restart Level crashes any map.

Hi Kenomica,

I apologize for the delay. There is a discussion going on between the developers about what might be causing this and what they can do to fix it in the engine. I will let you know as soon as I know more. Thanks for your patience!

No worries. I appreciate the help. You guys have the best customer service / tech support I’ve ever known.

I seem to have discovered the issue.

I had a blueprint that I used to store certain data (such as the current time etc) and I used it as an actor that was placed in the level.

I spent the last day converting everything from that blueprint to take place in the player blueprint instead, and replacing all references / casts.

Once I had done this, the levels can be restarted and you can jump levels.

The main menu did not use this actor, since there was no need for any data, which explains why it had no issues, as the other levels did.

I have added an answer, which is also my reply to this.