V4.4 crash in UEditorEngine::TeardownPlaySession

In PlayLevel.cpp:336

SlatePlayInEditorSession is dereferenced even if is NULL. As the previous if statement
does check if the value is NULL, I’d expect this if statement to as well.

I’d made some other modifications to fix another issue which resulted in SlatePlayInEditorSession being null,
and hit this crash…

Hi ,

We will look into this issue for you. Would you be able to let us know what modifications you had made previously?

I made a modification to address V4.4 - PIE Network Login. Odd interactions with the online subsystems - C++ - Epic Developer Community Forums

To do that, I modified UGameInstance::InitPIE to take an additional WorldContextHandle (defaulting to none).
If a valid handle is passed in, then I lookup that world context, instead of creating a new one.

Additionally, I made a modification to address

I modified PlayLevel.cpp:1889 to run the OnlineSubsystem login regardless of the PlayNetMode.

These changes may or may not have anything to do with this issue…I’m still investigating.

FYI, I fixed some of this stuff as noted in V4.4 - Crash during networked play in editor - Multiplayer & Networking - Epic Developer Community Forums

My thoughts on the cause are there as well.

Hi ,

Thanks for pointing this out. This issue has actually been fixed in our main branch, and is accessible in the latest code available on GitHub. Of course the fix will also be included in the 4.5 release!

You guys rock. I’ll use 4.5 when it comes out.