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Describe the bug
Whenever a save is loaded from a different level than one in saved game the engine will crash with following assertion: Assertion failed: IsInGameThread() [File:L:/4.25 Source/UnrealEngine/Engine/Source/Runtime/CoreUObject/Private/UObject/UObjectGlobals.cpp] [Line: 1066] Unable to load /Game/Weapons/Axe. Objects and Packages can only be loaded from the game thread.
Object that "fails" to load will be any actor class from list of actors to be serialized.
To Reproduce
Steps to reproduce the behavior:
Save the game while in level A
Go to level B
Load save made in level A
The game will crash after the save has finished loading
Environment (please complete the following information):
Engine Version: 4.25.4
Plugin Version: 1.4
OS: W10x64 21H1
Additional context
The issue seems to start occurring randomly, initial couple of tests seemed working and after couple of game module rebuilds (nothing relevant to serialized actors) the crashing started to occur.
I assume this has something to do with relevant serialized classes being not loaded into memory at the time of loading and as such first object requesting them to be loaded is save manager.
The issue will occur as long as Multithreaded Files is set to Async Load (or Async Load and Save), using other options will prevent the crash however the extension will only load associated level, other saved data like player position/rotation and whatever else is chosen to be serialized is not restored. Attempting to reload save again or even loading appropriate level manually and trying to load save will break the level without crashing the game (player controller doesn't seem to possess any pawn). This is also inconsistent as attempting to load save twice (once from different level and second time once it's loaded) does seem to work in editor but not in packaged builds.
Saves made in this mode will only load properly in same "level session" and once level has been changed/reloaded above behavior will occur. Vindicta.log
The text was updated successfully, but these errors were encountered:
Describe the bug
Whenever a save is loaded from a different level than one in saved game the engine will crash with following assertion:
Assertion failed: IsInGameThread() [File:L:/4.25 Source/UnrealEngine/Engine/Source/Runtime/CoreUObject/Private/UObject/UObjectGlobals.cpp] [Line: 1066] Unable to load /Game/Weapons/Axe. Objects and Packages can only be loaded from the game thread.
Object that "fails" to load will be any actor class from list of actors to be serialized.
To Reproduce
Steps to reproduce the behavior:
Environment (please complete the following information):
Additional context
The issue seems to start occurring randomly, initial couple of tests seemed working and after couple of game module rebuilds (nothing relevant to serialized actors) the crashing started to occur.
I assume this has something to do with relevant serialized classes being not loaded into memory at the time of loading and as such first object requesting them to be loaded is save manager.
The issue will occur as long as Multithreaded Files is set to Async Load (or Async Load and Save), using other options will prevent the crash however the extension will only load associated level, other saved data like player position/rotation and whatever else is chosen to be serialized is not restored. Attempting to reload save again or even loading appropriate level manually and trying to load save will break the level without crashing the game (player controller doesn't seem to possess any pawn). This is also inconsistent as attempting to load save twice (once from different level and second time once it's loaded) does seem to work in editor but not in packaged builds.
Saves made in this mode will only load properly in same "level session" and once level has been changed/reloaded above behavior will occur.
Vindicta.log
The text was updated successfully, but these errors were encountered: