Notice: I tried to submit a bug report but because there is no crash dumb and the form prevents submission without attachment, and also prevents me from submitting replacements I post this here.
Steps to reproduce: Use the build-in BuildTool, which pops up when i.e. adding an outdated plugin to the plugin folder - used Strider which was maintained until 5.4, and since has been removed from FAB. Building manual (explained here Compiling a plugin for a new engine version | Community tutorial) fails. However, the auto BuildTool popup which appears on editor launch successfully builds the plugin.
Subsequently, building the project with Strider code fails with unknown structure error. Removing the plugin and related code still results in the unknown structure error. Same after deleting intermediate, Save and DerivedDataCache. But, can be resolved by selecting related blueprint content such as the AnimGraph and using the refresh feature.
The current auto build tool is successfully building plugins even with errors.
Even opening standard UI (this is niagara asset) is affected
LogOutputDevice: Error: === Handled ensure: ===
LogOutputDevice: Error: Ensure condition failed: (WidgetPtr->GetProxyHandle().IsValid(WidgetPtr)) [File:D:\build++UE5\Sync\Engine\Source\Runtime\SlateCore\Private\FastUpdate\SlateInvalidationRoot.cpp] [Line: 2018]
LogOutputDevice: Error: The widget ‘SImage [SNiagaraOverviewStackNode.cpp(1000)]’ proxy is invalid and should not be cached.
When generating HLODs and the world contains meshes without actual mesh assets assigned the process runs forever.
Create a HLOD world with spatially loaded meshes, see setting screenshot which may or may not be related. Delete saved, derived data and intermediate folder, which may affect HLOD creation. Delete existing HLOD prior to creation, if HLOD exist prior.
Add perhaps 100 meshes in different clusters.
Create grouped meshes
Close the project and delete a certain mesh which is deployed in the world, this may be required, perhaps enough to remove the mesh (set to None) of the mesh group actor.
Create fresh HLOD
The creation may run into a loop, when accessing the mesh group or single mesh with the missing mesh.
The HLOD process should post a warning of missing mesh and proceed with the process.
We are also experiencing this exact crash after upgrading our project to 5.7.1 (and subsequently 5.7.2).
While we rarely see it in general playtests (only caught twice via Sentry), we found a consistent local reproduction in our Automated Performance Tests, where the crash rate is around 70%.
Our Observation:
The crash seems to be triggered by rapid camera transitions or teleports.
In our specific test case:
We load a World Partition map.
We wait for 5 seconds.
We trigger a Level Sequence to start the test.
The logs show the fatal error occurs exactly at the 5-second mark, precisely when the Sequence begins.
Since our Sequence starts with a camera cut, we suspect the issue is linked to how the engine handles World Partition unloading during these sudden camera jumps.
for some reason packaging on 5.7 randomly hangs on that tasks. Even it was fully packaged happens often when trying package second time in same session.
Getting this landscape streaming issue in UE5.7.3 which seems to crash cooked build. Is the fix (mentioned in linked thread) planned for UE5.7 hotfix?
UWorld::DestroyActor: World has no context! World: Romania_Root_WP, Actor: /Memory/UEDPIE_0_Romania_Root_WP_8ZQ8PEVIKW4BHBT5EQ120EXXW.Romania_Root_WP:PersistentLevel.DESTROYED_LocBP_C_CHILDACTOR_0
Make Rotator Attribute doesn’t work with Make Rot from Euler Angle with all inline constants
UE-365051
Nullptr landscape info crash during cook with invalid target layers
UE-364468
PCG Tool Actor sometimes loses its root component on map reload
UE-364161
Iterative Cell in PCG Builder can duplicate resources
UE-363928
Recent change to handle symbolic links in Utils.cs does not handle Windows deduplication
UE-363885
[PCG] Clean spline nodes re-exeute when changing parameters
UE-363684
Text3D spawnable breaks rich text styles
UE-363644
Rendering Wipe_Team_A graphic in MRQ results in a white background instead of the intended team background
UE-363634
Geometry Mask does not work in Rundown Worlds when PIE is active
UE-363349
PCG Builder is crashing when too many actors are processed
UE-363147
[PCG] Graph parameters C++ API for soft object paths/class paths doesn’t work in some instances
UE-363082
NVIDIA async compute driver bug when running with driver 571.23 or newer
UE-363074
Cloth Asset - Crash, DDC corruption, and unrecoverable data when specifying two skeletal meshes with subset skeletons in a Merge or SimAccessoryMesh node.
UE-362609
Crash occurs when the Transfer button is clicked in the WeightMap node details
UE-362381
Cloth Asset - Crash when reloading a cloth asset while it is being simulated.
UE-361984
Min Point Spacing is ignore in Spline mode in PCG Tool mode
Since the patch have this random crash with spatial settings and block on slow streaming is disabled. And the RVT textures were not updated and height map changed considerably - nav mesh wrong, perhaps it had to do with this exception? But up until 5.7.4 it never produced this crash.
Excellent update, thank you. World streaming in packed game seem to work again. Exit crash is gone and could drive around map again that wasnt possible before in UE5.7.