Comments (3)
Since it's an AActor
, I prefer EndPlay
over BeginDestroy
. I think I just had destructors on my mind when I wrote it. Thanks for bringing it to my attention!
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Would you please add reproduction steps?
Calling OpenLevel from BP to an empty map works fine in PIE and standalone for me.
from gasshooter.
I would have thought that would cause the issue as well. I'm not 100% sure how to reproduce it in that case, as it's likely specific to the transition sequence in my project forked from this.
For me switching over the de-initialization over to BeginDestroy fixed the issue, and seems to make sense generally as this is the proper "teardown" phase for the object rather than when UE decides to run garbage collection
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Related Issues (20)
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- Server crash if client dies and quits before respawn
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- UE5 - Floating status bars don't update HOT 4
- Overriding CheckCost() can lead to crashes if GetCurrentSourceObject is called during the cost check and debug is displayed. HOT 1
- Crash with the EffectContext, TargetData and AddTargetData in the Shotgun Instant GA HOT 3
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- [ UE5.1 ] GSAT_WaitTargetDataUsingActor - condition failed HOT 2
- Batching Suggestion HOT 1
- Why We Captured the Damage Attribute From Source? HOT 1
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