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Set World Rebase Cause Crash 4.24.3 (Engine Source)

how to play make a new map place a LandScape then go to levelBP if one (SetWorldOrigen Rebase) is made for the player’s position (Ready Result just below the LOG) Remembering that if you don’t have LandScape you won’t lock the engine

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Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x00000000

UE4Editor_D3D11RHI!FD3D11DynamicRHI::CommitGraphicsResourceTables() [f:\unrealenginesource\ue4240source\engine\source\runtime\windows\d3d11rhi\private\d3d11commands.cpp:1559]
UE4Editor_D3D11RHI!FD3D11DynamicRHI::RHIDrawIndexedPrimitive() [f:\unrealenginesource\ue4240source\engine\source\runtime\windows\d3d11rhi\private\d3d11commands.cpp:1662]
UE4Editor_RHI!FRHICommandDrawIndexedPrimitive::Execute() [f:\unrealenginesource\ue4240source\engine\source\runtime\rhi\public\rhicommandlistcommandexecutes.inl:242]
UE4Editor_Renderer!FRHICommand<FRHICommandDrawIndexedPrimitive,FRHICommandDrawIndexedPrimitiveString979>::ExecuteAndDestruct() [f:\unrealenginesource\ue4240source\engine\source\runtime\rhi\public\rhicommandlist.h:726]
UE4Editor_RHI!FRHICommandListExecutor::ExecuteInner_DoExecute() [f:\unrealenginesource\ue4240source\engine\source\runtime\rhi\private\rhicommandlist.cpp:351]
UE4Editor_RHI!FRHICommandListExecutor::ExecuteInner() [f:\unrealenginesource\ue4240source\engine\source\runtime\rhi\private\rhicommandlist.cpp:622]
UE4Editor_RHI!FRHICommandListExecutor::ExecuteList() [f:\unrealenginesource\ue4240source\engine\source\runtime\rhi\private\rhicommandlist.cpp:645]
UE4Editor_RHI!FRHICommandWaitForAndSubmitSubList::Execute() [f:\unrealenginesource\ue4240source\engine\source\runtime\rhi\private\rhicommandlist.cpp:1078]
UE4Editor_RHI!FRHICommand<FRHICommandWaitForAndSubmitSubList,FRHICommandWaitForAndSubmitSubListString1044>::ExecuteAndDestruct() [f:\unrealenginesource\ue4240source\engine\source\runtime\rhi\public\rhicommandlist.h:726]
UE4Editor_RHI!FRHICommandListExecutor::ExecuteInner_DoExecute() [f:\unrealenginesource\ue4240source\engine\source\runtime\rhi\private\rhicommandlist.cpp:351]
UE4Editor_RHI!FRHICommandListExecutor::ExecuteInner() [f:\unrealenginesource\ue4240source\engine\source\runtime\rhi\private\rhicommandlist.cpp:622]
UE4Editor_RHI!FRHICommandListExecutor::ExecuteList() [f:\unrealenginesource\ue4240source\engine\source\runtime\rhi\private\rhicommandlist.cpp:672]
UE4Editor_RHI!FRHICommandList::EndScene() [f:\unrealenginesource\ue4240source\engine\source\runtime\rhi\private\rhicommandlist.cpp:1543]
UE4Editor_Renderer!FSceneRenderer::RenderFinish() [f:\unrealenginesource\ue4240source\engine\source\runtime\renderer\private\scenerendering.cpp:2943]
UE4Editor_Renderer!FDeferredShadingSceneRenderer::Render() [f:\unrealenginesource\ue4240source\engine\source\runtime\renderer\private\deferredshadingrenderer.cpp:2516]
UE4Editor_Renderer!RenderViewFamily_RenderThread() [f:\unrealenginesource\ue4240source\engine\source\runtime\renderer\private\scenerendering.cpp:3477]
UE4Editor_Renderer!TGraphTask<TEnqueueUniqueRenderCommandType<FRendererModule::BeginRenderingViewFamily'::35’::FDrawSceneCommandName,<lambda_b560c26d13de87487dca8ab125d275a4> > >::ExecuteTask() [f:\unrealenginesource\ue4240source\engine\source\runtime\core\public\async askgraphinterfaces.h:847]
UE4Editor_Core!FNamedTaskThread::ProcessTasksNamedThread() [f:\unrealenginesource\ue4240source\engine\source\runtime\core\private\async askgraph.cpp:686]
UE4Editor_Core!FNamedTaskThread::ProcessTasksUntilQuit() [f:\unrealenginesource\ue4240source\engine\source\runtime\core\private\async askgraph.cpp:583]
UE4Editor_RenderCore!RenderingThreadMain() [f:\unrealenginesource\ue4240source\engine\source\runtime\rendercore\private\renderingthread.cpp:340]
UE4Editor_RenderCore!FRenderingThread::Run() [f:\unrealenginesource\ue4240source\engine\source\runtime\rendercore\private\renderingthread.cpp:471]
UE4Editor_Core!FRunnableThreadWin::Run() [f:\unrealenginesource\ue4240source\engine\source\runtime\core\private\windows\windowsrunnablethread.cpp:96]

I´m having the exact same issue

Hey guys, this is an engine bug, it can be resolved by apply the changes listed in the commit for this:

here is the changes:
https://github.com/EpicGames/UnrealEngine/commit/c6d2318f6476533f86f845b79dc0903c2c55400e?diff=split

I have tested it and applied to my engine and its working a okay now.

You are out of luck if you cannot do that unfortunatly.

Good luck!