I am used to check references before deletion (manually). If during deletion of the actor, UE finds a dependencies, it will ask whether to “force delete” or “replace the references”, and I made sure that there are no references before deletion! Second, I have narrowed down the issue to if the Actor has nothing in Construction Script and Event Graph, and has no Variables, and nothing is referencing to that Actor: After deleting just a single Spline Point, the packaging creates Build with Null Pointer Dereference. This issue does not occur in a Non-World-Partition. On Windows, neither the Game Crashes nor the Log reports anything regarding this Actor (at least no issues).
What I have done so far in order to make sure that nothing is referencing it:
- Searched in all blueprints whether this Actor is referenced (with Reference Viewer and additional searching for its Class Name)
- Searched in the Log, if during packaging there is just a mention of that Actor
- Made sure that no Warnings during Packaging are related to any Actor (especially that one Actor for which there is no definition, would be strange if there would pop up anything in this regard)
- Tested having that Actor still there “as is” and tested with removing a bunch of the Spline Points
(“as is” works on both platforms, Removing a few Spline Points works on Windows, on Android we get the Crash) - Tested creating that Actor and Deleting it in a Non-World-Partition works, in a World-Partition references are somehow kept for Android, but not for Windows?
The biggest issue I am facing is, that the dereference mentions libc.so and some other but nothing about the World or its Actors.
It has to be noted that the Spline Actor was a big Actor, covering multiple Cells in the World Partition, and when deleting it only one specific Directory in ExternalActors got modified/deleted. Dunno whether that is expected behaviour.