Ue4.6.1 Openlevel issue

I create a new map and a trigger.I use a openlevel in levelbp to trigger the event.However,when I run in editor,and enter the trigger,the editor crashes,so does the game on mobile.Thank you!

Here’s the crash report:

Fatal error: [File:D:\BuildFarm\buildmachine_++depot+UE4-Releases+4.6\Engine\Source\Editor\UnrealEd\Private\Editor.cpp] [Line: 6896]
World /Game/Maps/UEDPIE_0_Day1.Day1 not cleaned up by garbage collection!
(Object is not currently rooted)
KERNELBASE.dll!UnknownFunction (0x000007fe4c15811c) + 0 bytes [UnknownFile:0]
UE4Editor-Core.dll!UnknownFunction (0x000007fe35012f7d) + 0 bytes [UnknownFile:0]
UE4Editor-Core.dll!UnknownFunction (0x000007fe34ea5fcf) + 0 bytes [UnknownFile:0]
UE4Editor-UnrealEd.dll!UnknownFunction (0x000007fe2345bc3a) + 0 bytes [UnknownFile:0]
UE4Editor-Engine.dll!UnknownFunction (0x000007fe24fd1f87) + 0 bytes [UnknownFile:0]
UE4Editor-Engine.dll!UnknownFunction (0x000007fe24f95005) + 0 bytes [UnknownFile:0]
UE4Editor-Engine.dll!UnknownFunction (0x000007fe24feb09d) + 0 bytes [UnknownFile:0]
UE4Editor-UnrealEd.dll!UnknownFunction (0x000007fe23457f7a) + 0 bytes [UnknownFile:0]
UE4Editor-UnrealEd.dll!UnknownFunction (0x000007fe23900686) + 0 bytes [UnknownFile:0]
UE4Editor.exe!FEngineLoop::Tick() (0x000007f68062cd94) + 0 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.6\engine\source\runtime\launch\private\launchengineloop.cpp:2214]
UE4Editor.exe!GuardedMain() (0x000007f68062089f) + 0 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.6\engine\source\runtime\launch\private\launch.cpp:131]
UE4Editor.exe!GuardedMainWrapper() (0x000007f68062090a) + 5 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.6\engine\source\runtime\launch\private\windows\launchwindows.cpp:126]
UE4Editor.exe!WinMain() (0x000007f68062e3d9) + 17 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.6\engine\source\runtime\launch\private\windows\launchwindows.cpp:202]
UE4Editor.exe!__tmainCRTStartup() (0x000007f68062f319) + 21 bytes [f:\dd\vctools\crt\crtw32\dllstuff\crtexe.c:618]
KERNEL32.DLL!UnknownFunction (0x000007fe4e881832) + 0 bytes [UnknownFile:0]
ntdll.dll!UnknownFunction (0x000007fe4f1ed609) + 0 bytes [UnknownFile:0]
ntdll.dll!UnknownFunction (0x000007fe4f1ed609) + 0 bytes [UnknownFile:0]

Here’s the log:link text

hey -

I was able to create two levels (Level1 and Level2) each with a trigger volume and an OnActorBeginOverlap event in the level blueprint. This node then wired into an Open Level node that was set to the opposing level in each BP. On playing in editor I was able to travel back and forth between the levels when I hit the trigger volume. If this is the same process you’re following in your setup I would double check that the names of the levels are spelled correctly in the Open Level node. If you are using another workflow for your setup please let us know what steps you’re taking.

Cheers

Thank you for testing for me!
Finally,I have found that,the issue may have something to do with the set target view with blend node.First,I make a startup menu with a individual camera,whenumg button is clicked,the camera transit to another camera for dialogues(made with umg) for my purposes,when the dialogue finishes,the camera transit back to the player controller camera…The transition between camera use that node that I have mentioned before.After all that,when I enter the trigger,the editor crashes.If I skip the dialogue and camera toggle part,the trigger works well and the level opens with no problems.

Are you doing this with blueprints or are you using code for it? Also, if you could provide step by step instructions on how to set up the same thing you have in a new project it will help me reproduce this on my machine.

Additionally, if you are using blueprints, could you post a screenshot of how your blueprint is setup as well as your UMG setup?