Restarting level crashes engine/editor

Branch: Binary

Build version: 4.5.0 [Preview]

Detailed description of issue: When attempting to reload level using “open level” command with level name being current level, engine crashes completely. Also happens when using 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 two nodes.

Action 5 Play game.

Action 6 Click button - Crash occurs.

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

  • Also tried using 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:

MachineId:7BE2BA1D44979C4A586BA7BA488D485D
EpicAccountId:7ab7d242251f4e7fb34722edb5c260fb

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 same steps to see if it still occurs for you? Thanks!

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

No crashes. A little worrying.

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

Much appreciated, thanks.

Created a clone and same behaviour occurs.

Any update on this?

I’ve discovered more on 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 editor
  • Using Open Level from Level 2 to Level 1 crashes editor
  • Using Open Level from Level 1 or Level 2 to Main Menu crashes editor.
  • Using Restart Level crashes any map.

Hi Kenomica,

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

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

I seem to have discovered issue.

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

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

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

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

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