Unreal Engine 5.5 & Variant Manager

Hello everyone!

I work on a project using official Variant Manager plugin for a car configurator, and it was working very well when I was using Unreal engine 5.3.

I updated my project to UE 5.5, but since I’m not able to package my project.
If I try to launch the editor on a scene that have a Variant Manager in it, the editor will crash. It’s the same when I try to package my project with this scene.

But, if I launch editor on default empty scene, then load my scene, there is no problem, I can work on the scene, and even test it in the editor / PIE window without any issue.

But as soon as I try to package the project, or run it in a standalone game I have this crash:

LoginId:40f7a901d9459a20482db1a23c89c9a4
EpicAccountId:1c5f220dfb804d8db4a080e5b76571df

Assertion failed: EditorWorld [File:./../Plugins/Enterprise/VariantManagerContent/Source/VariantManagerContent/Private/LevelVariantSets.cpp] [Line: 456] 



Unknown() Address = 0x19436e6ec (filename not found) [in libsystem_kernel.dylib]
FPThreadEvent::Wait(unsigned int, bool) Address = 0x1088a8950 (filename not found) [in UnrealEditor-Core.dylib]
Audio::IAudioMixerPlatformInterface::RunInternal() Address = 0x10a355b9c (filename not found) [in UnrealEditor-AudioMixerCore.dylib]
Audio::IAudioMixerPlatformInterface::Run() Address = 0x10a355cc0 (filename not found) [in UnrealEditor-AudioMixerCore.dylib]
FRunnableThreadPThread::Run() Address = 0x10896d0bc (filename not found) [in UnrealEditor-Core.dylib]
FRunnableThreadPThread::_ThreadProc(void*) Address = 0x1088cc2f8 (filename not found) [in UnrealEditor-Core.dylib]
Unknown() Address = 0x1943ac2e4 (filename not found) [in libsystem_pthread.dylib]
Unknown() Address = 0x1943a70fc (filename not found) [in libsystem_pthread.dylib]

The line 456 seams to correspond to a check of the level: check(EditorWorld);

So, I guess the Variant Manager plugin (that is in beta) is not yet compatible with 5.5, and as it has not been updated since 2020 I’m kinda afraid that it won’t be much in a while…

So, is there any of you having the same issue and did you found a workaround?

I have issue on 5.5. it doesn’t work. Did you test it on 5.3 or lover versions?

Edit:
Just tested on 5.4.2. When I make bluprint with static mesh and then use on click event (of static mesh) it doesnt work, when I switch to hit event it works like charm. On the other hand in 5.5.0 and new one 5.5.3 it have same problem plus it is not possible to switch material even if you use hit event for pop up widget.
It is not be updated for 5 years is there a place to send mail or something about this?

Did you ever find a solution? I’m having slightly different issues, but there are similarities:

I ditch variant manager and went for blueprint to switch colors etc, although VM was really good looking on youtube. There are some updates gotta check it does it work in 5.5. Although I downgrade my project to 5.4 because other reasons.

So did you have the same/similar crashing behavior?

For the moment I ‘solved’ it by calling several Garbage Collect nodes in between levels:

I’d like to keep the Variant Manager though: it’s quite convenient when adding (many) variants.

@Marsgames: I found that introducing Function calling as part of the VariantManager causes the editor to crash on startup. Without that, the level loads just fine (but there are other issues when switching between levels, see my other posts)

VM is better option than building blueprint around static mesh to change color etc. It is really great thing, but it didnt work for me, I will look around when I found more time I need it also. It just doesnt work, it doesnt crash but also nothing happens.