I am building a scene which has multiple actors with an ARCGISLocation component in them. When I build the scene initially all works okay. I have moved to pulling in new locations during game play. This led initially to everything being at Game World location 0 0 and not in the right place. I managed to avoid that by making the node absolute height as default and then in the blueprint change to offset and set the height. This seems to allow them in the right place but leads to crashes very quickly.
If I switch my files (which keeps deleting and spawning new actors) a few times then navigate around the map a bit it will crash. This seems to be with the Elevation Monitor and doesn't happen when I have absolute height.
I know it is new in the latest release but are others finding it usable? Any workarounds?
The relevant bit in the crash log:
Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0xffffffffffffffff
VCRUNTIME140
UnrealEditor_ArcGISMapsSDK!FString::operator=() [C:\Program Files\Epic Games\UE_5.3\Engine\Source\Runtime\Core\Public\Containers\UnrealString.h:112]
UnrealEditor_ArcGISMapsSDK!std::_Func_impl_no_alloc<`UArcGISLocationComponent::UpdateElevationMonitor'::`2'::<lambda_1>,void,Esri::GameEngine::Geometry::ArcGISPoint const &>::_Do_call() [C:\Program Files (x86)\Microsoft Visual Studio\2022\BuildTools\VC\Tools\MSVC\14.41.34120\INCLUDE\functional:874]
UnrealEditor_ArcGISMapsSDK!`Esri::GameEngine::Elevation::ArcGISElevationMonitor::SetPositionChanged'::`2'::<lambda_1>::<lambda_invoker_cdecl>() [C:\Users\-----\Documents\Unreal Projects\----------\Plugins\ArcGISMapsSDK\Source\ArcGISMapsSDK\Private\API\GameEngine\Elevation\ArcGISElevationMonitor_API.cpp:104]