Attached video [Link Removed] helps to reproduce
Editor crashes with following error
Assertion failed: !IsValidChecked(ExistingActor) [File:D:\dev\UnrealEngine-5.0.0\Engine\Source\Runtime\Engine\Private\ActorPartition\ActorPartitionSubsystem.cpp] [Line: 277]
Here is a repro project. [Link Removed]
it has completed steps up to 9.
UnrealEditor-Engine-Win64-Debug.dll!FActorPartitionWorldPartition::GetActor(const FActorPartitionIdentifier & InActorPartitionId, bool bInCreate, const UActorPartitionSubsystem::FCellCoord & InCellCoord, unsigned int InGridSize, bool bInBoundsSearch, TFunctionRef<void __cdecl(APartitionActor *)> InActorCreated) Line 277 C++ UnrealEditor-Engine-Win64-Debug.dll!UActorPartitionSubsystem::GetActor(const TSubclassOf<APartitionActor> & InActorClass, const UActorPartitionSubsystem::FCellCoord & InCellCoords, bool bInCreate, const FGuid & InGuid, unsigned int InGridSize, bool bInBoundsSearch, TFunctionRef<void __cdecl(APartitionActor *)> InActorCreated) Line 417 C++ UnrealEditor-Engine-Win64-Debug.dll!UActorPartitionSubsystem::GetActor(const FActorPartitionGetParams & GetParams) Line 387 C++ UnrealEditor-Foliage-Win64-Debug.dll!AInstancedFoliageActor::Get(UWorld * InWorld, bool bCreateIfNone, ULevel * InLevelHint, const UE::Math::TVector<double> & InLocationHint) Line 3018 C++ UnrealEditor-FoliageEdit-Win64-Debug.dll!SpawnFoliageInstance(UWorld * InWorld, const UFoliageType * Settings, const FFoliageUISettings * UISettings, const TArray<FFoliageInstance,TSizedDefaultAllocator<32>> & PlacedInstances, bool InRebuildFoliageTree) Line 1364 C++ UnrealEditor-FoliageEdit-Win64-Debug.dll!FEdModeFoliage::AddInstancesImp(UWorld * InWorld, const UFoliageType * Settings, const TArray<FDesiredFoliageInstance,TSizedDefaultAllocator<32>> & DesiredInstances, const TArray<int,TSizedDefaultAllocator<32>> & ExistingInstanceBuckets, const float Pressure, TMap<FName,TMap<ULandscapeComponent *,TArray<unsigned char,TSizedDefaultAllocator<32>>,FDefaultSetAllocator,TDefaultMapHashableKeyFuncs<ULandscapeComponent *,TArray<unsigned char,TSizedDefaultAllocator<32>>,0>>,FDefaultSetAllocator,TDefaultMapHashableKeyFuncs<FName,TMap<ULandscapeComponent *,TArray<unsigned char,TSizedDefaultAllocator<32>>,FDefaultSetAllocator,TDefaultMapHashableKeyFuncs<ULandscapeComponent *,TArray<unsigned char,TSizedDefaultAllocator<32>>,0>>,0>> * LandscapeLayerCachesPtr, const FFoliageUISettings * UISettings, const FFoliagePaintingGeometryFilter * OverrideGeometryFilter, bool InRebuildFoliageTree) Line 1494 C++ UnrealEditor-FoliageEdit-Win64-Debug.dll!FEdModeFoliage::AddInstancesForBrush(UWorld * InWorld, const UFoliageType * Settings, const UE::Math::TSphere<double> & BrushSphere, int DesiredInstanceCount, float Pressure) Line 1577 C++ UnrealEditor-FoliageEdit-Win64-Debug.dll!FEdModeFoliage::ApplyBrush(FEditorViewportClient * ViewportClient) Line 2692 C++ UnrealEditor-FoliageEdit-Win64-Debug.dll!FEdModeFoliage::StartFoliageBrushTrace(FEditorViewportClient * ViewportClient, UViewportInteractor * Interactor) Line 815 C++ UnrealEditor-FoliageEdit-Win64-Debug.dll!FEdModeFoliage::InputKey(FEditorViewportClient * ViewportClient, FViewport * Viewport, FKey Key, EInputEvent Event) Line 3642 C++ UnrealEditor-UnrealEd-Win64-Debug.dll!ULegacyEdModeWrapper::InputKey(FEditorViewportClient * ViewportClient, FViewport * Viewport, FKey Key, EInputEvent Event) Line 194 C++ UnrealEditor-UnrealEd-Win64-Debug.dll!FEditorModeTools::InputKey::__l2::<lambda>(UEdMode * Mode) Line 1292 C++ UnrealEditor-UnrealEd-Win64-Debug.dll!UE::Core::Private::Function::TFunctionRefCaller<bool <lambda>(UEdMode *),bool __cdecl(UEdMode *)>::Call(void * Obj, UEdMode * & <Params_0>) Line 540 C++ UnrealEditor-UnrealEd-Win64-Debug.dll!FEditorModeTools::ForEachEdMode(TFunctionRef<bool __cdecl(UEdMode *)> InCalllback) Line 608 C++ UnrealEditor-UnrealEd-Win64-Debug.dll!FEditorModeTools::InputKey(FEditorViewportClient * InViewportClient, FViewport * Viewport, FKey Key, EInputEvent Event, bool bRouteToToolsContext) Line 1287 C++ UnrealEditor-UnrealEd-Win64-Debug.dll!FEditorViewportClient::InputKey(FViewport * InViewport, int ControllerId, FKey Key, EInputEvent Event, float __formal, bool __formal) Line 2821 C++ UnrealEditor-UnrealEd-Win64-Debug.dll!FLevelEditorViewportClient::InputKey(FViewport * InViewport, int ControllerId, FKey Key, EInputEvent Event, float AmountDepressed, bool bGamepad) Line 2881 C++ UnrealEditor-LevelEditor-Win64-Debug.dll!FViewportClient::InputKey(const FInputKeyEventArgs & EventArgs) Line 849 C++ UnrealEditor-Engine-Win64-Debug.dll!FSceneViewport::OnMouseButtonDown(const FGeometry & InGeometry, const FPointerEvent & InMouseEvent) Line 482 C++ UnrealEditor-Slate-Win64-Debug.dll!SViewport::OnMouseButtonDown(const FGeometry & MyGeometry, const FPointerEvent & MouseEvent) Line 241 C++ UnrealEditor-Slate-Win64-Debug.dll!FSlateApplication::RoutePointerDownEvent::__l5::<lambda>(const FArrangedWidget TargetWidget, const FPointerEvent & Event) Line 4845 C++ UnrealEditor-Slate-Win64-Debug.dll!FEventRouter::Route<FReply,FEventRouter::FBubblePolicy,FPointerEvent,FReply <lambda>(const FArrangedWidget, const FPointerEvent &)>(FSlateApplication * ThisApplication, FEventRouter::FBubblePolicy RoutingPolicy, FPointerEvent EventCopy, const FSlateApplication::RoutePointerDownEvent::__l5::FReply <lambda>(const FArrangedWidget, const FPointerEvent &) & Lambda, ESlateDebuggingInputEvent DebuggingInputEvent) Line 405 C++ UnrealEditor-Slate-Win64-Debug.dll!FSlateApplication::RoutePointerDownEvent(const FWidgetPath & WidgetsUnderPointer, const FPointerEvent & PointerEvent) Line 4831 C++ UnrealEditor-Slate-Win64-Debug.dll!FSlateApplication::ProcessMouseButtonDownEvent(const TSharedPtr<FGenericWindow,1> & PlatformWindow, const FPointerEvent & MouseEvent) Line 4779 C++ UnrealEditor-Slate-Win64-Debug.dll!FSlateApplication::OnMouseDown(const TSharedPtr<FGenericWindow,1> & PlatformWindow, const EMouseButtons::Type Button, const UE::Math::TVector2<double> CursorPos) Line 4677 C++ UnrealEditor-ApplicationCore-Win64-Debug.dll!FWindowsApplication::ProcessDeferredMessage(const FDeferredWindowsMessage & DeferredMessage) Line 2218 C++ UnrealEditor-ApplicationCore-Win64-Debug.dll!FWindowsApplication::DeferMessage(TSharedPtr<FWindowsWindow,1> & NativeWindow, HWND__ * InHWnd, unsigned int InMessage, unsigned __int64 InWParam, __int64 InLParam, int MouseX, int MouseY, unsigned int RawInputFlags) Line 2699 C++ UnrealEditor-ApplicationCore-Win64-Debug.dll!FWindowsApplication::ProcessMessage(HWND__ * hwnd, unsigned int msg, unsigned __int64 wParam, __int64 lParam) Line 1080 C++ UnrealEditor-ApplicationCore-Win64-Debug.dll!WindowsApplication_WndProc(HWND__ * hwnd, unsigned int msg, unsigned __int64 wParam, __int64 lParam) Line 910 C++ UnrealEditor-ApplicationCore-Win64-Debug.dll!FWindowsApplication::AppWndProc(HWND__ * hwnd, unsigned int msg, unsigned __int64 wParam, __int64 lParam) Line 916 C++ user32.dll!00007ffb91e5e858() Unknown user32.dll!00007ffb91e5e4ee() Unknown InkObj.dll!0000022eef6a7e59() Unknown atlthunk.dll!00007ffb89131028() Unknown user32.dll!00007ffb91e5e858() Unknown user32.dll!00007ffb91e5e299() Unknown UnrealEditor-ApplicationCore-Win64-Debug.dll!WinPumpMessages() Line 110 C++ UnrealEditor-ApplicationCore-Win64-Debug.dll!FWindowsPlatformApplicationMisc::PumpMessages(bool bFromMainLoop) Line 141 C++ UnrealEditor-Win64-Debug.exe!FEngineLoop::Tick() Line 5139 C++ UnrealEditor-Win64-Debug.exe!EngineTick() Line 63 C++ UnrealEditor-Win64-Debug.exe!GuardedMain(const wchar_t * CmdLine) Line 186 C++ UnrealEditor-Win64-Debug.exe!LaunchWindowsStartup(HINSTANCE__ * hInInstance, HINSTANCE__ * hPrevInstance, char * __formal, int nCmdShow, const wchar_t * CmdLine) Line 272 C++ UnrealEditor-Win64-Debug.exe!WinMain(HINSTANCE__ * hInInstance, HINSTANCE__ * hPrevInstance, char * pCmdLine, int nCmdShow) Line 330 C++ [Inline Frame] UnrealEditor-Win64-Debug.exe!invoke_main() Line 102 C++ UnrealEditor-Win64-Debug.exe!__scrt_common_main_seh() Line 288 C++ kernel32.dll!00007ffb91c87034() Unknown ntdll.dll!00007ffb93c62651() Unknown
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There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-150635 in the post.
78 |
Component | UE - World Creation - Worldbuilding Tools - Foliage |
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Affects Versions | 5.0 |
Target Fix | 5.4 |
Fix Commit | 24990424 |
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Created | Apr 29, 2022 |
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Resolved | Jun 29, 2023 |
Updated | Jul 28, 2023 |