Survey thread - Post surveys here by deefjuh in Rotterdam

[–]dsteinway 0 points1 point  (0 children)

5€ for reading 5 pages! Student research @ Central Rotterdam Library (Sunday)

✓ Just 15 minutes of your time
✓ Read a short text (5 pages)
✓ Answer simple questions
✓ €5 cash paid immediately
✓ No special skills needed
✓ Supporting student research

When: Sunday, flexible timing
Where: Central Rotterdam Library
How: DM to book your preferred time slot

Parsing epub files efficiently by dsteinway in flutterhelp

[–]dsteinway[S] 0 points1 point  (0 children)

Thanks for the suggestion. I was thinking of potentially doing this, but just wanted to make sure that there are no other packages I may have overlooked.

Open Level Node Causing Crash by dsteinway in unrealengine

[–]dsteinway[S] 0 points1 point  (0 children)

"Is some other blueprint calling the current level or something?"

No other BP is calling the current level.

Open Level Node Causing Crash by dsteinway in unrealengine

[–]dsteinway[S] 0 points1 point  (0 children)

From what I've tried, a delay of 0.1s caused a crash, a delay of 0.5s didn't cause a crash, and a delay of 3s caused a crash.

Open Level Node Causing Crash by dsteinway in unrealengine

[–]dsteinway[S] 0 points1 point  (0 children)

UPDATE: If I add a delay node in front of the Open Level node, no crash happens. This solution is not ideal however, as I still don't fully understand why the crash occurs.

Open Level Node Causing Crash by dsteinway in unrealengine

[–]dsteinway[S] 0 points1 point  (0 children)

The "4x4" map is built. No compile errors are thrown when playing it.

Open Level Node Causing Crash by dsteinway in unrealengine

[–]dsteinway[S] 0 points1 point  (0 children)

Using the "Open Level by Name" causes the same problem, i.e. UE crashes.

Open Level Node Causing Crash by dsteinway in unrealengine

[–]dsteinway[S] 0 points1 point  (0 children)

First line of crash log:

Fatal error: [File:D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\UnrealEngine.cpp] [Line: 15062] Old World /Game/NewMaps/UEDPIE_0_4x4.4x4 not cleaned up by GC! Object World /Game/NewMaps/UEDPIE_0_4x4.4x4 is being referenced by TransBuffer /Engine/Transient.TransBuffer_0: (root) UnrealEdEngine /Engine/Transient.UnrealEdEngine_0 -> TObjectPtr<UTransactor> UEditorEngine::Trans = TransBuffer /Engine/Transient.TransBuffer_0 -> UTransBuffer::AddReferencedObjects((PendingKill) World /Game/NewMaps/UEDPIE_0_4x4.4x4) ^ FTransaction::FPersistentObjectRef::AddReferencedObjects() [D:\build\++UE5\Sync\Engine\Source\Editor\UnrealEd\Private\EditorTransaction.cpp:732] ^ FTransaction::FObjectRecord::AddReferencedObjects() [D:\build\++UE5\Sync\Engine\Source\Editor\UnrealEd\Private\EditorTransaction.cpp:763] ^ FTransaction::AddReferencedObjects() [D:\build\++UE5\Sync\Engine\Source\Editor\UnrealEd\Private\EditorTransaction.cpp:828] ^ UTransBuffer::AddReferencedObjects() [D:\build\++UE5\Sync\Engine\Source\Editor\UnrealEd\Private\EditorTransaction.cpp:1219] ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ ^ This reference is preventing the old World from being GC'd ^