This is the error
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Critical: FWaveModInfo::ReadWaveInfo Critical: FSoundData::GetPeriod Critical: FSoundData::Load Critical: TLazyArray<< Critical: USound::Serialize Critical: LoadObject Critical: (Sound DoomPawns.cacodemon.DSCACDTH 5185329==5185329/9154665 5185323 10411) Critical: ULinkerLoad::Preload Critical: PreLoadObjects Critical: UObject::EndLoad Critical: UObject::StaticLoadObject Critical: (Engine.Level None.MyLevel MH-AHellDayFinalDoom.unr) Critical: LoadLevel Critical: UGameEngine::LoadMap Critical: LocalMapURL Critical: UGameEngine::Browse Critical: ClientTravel Critical: UGameEngine::Tick Critical: UpdateWorld Critical: MainLoop
My question is : why should they crash the game when starting a map normally from the game menu but not crash it when the map is played (as autoplay.unr) from the Editor?
The issue is not to do with the map I used - it plays fine as a SP map and as a MH map with additional ScriptedPawns generated by Buggie's MHGen tool. In addition I get the same crash when trying to start a different map in which i have placed a few cacodemons from DoomPawns.
In passing I would note that the DoomPawns only work in 469b - I did try them in the past in 436 and they didn't work. Though they appear to be for Unreal, they do appear to work in UT469b (up to a point anyway).