The repro for the assert is to nest a PackedLevel inside of a LevelInstance and place the level instance at least twice in an Open World and then use PIE (assert is also triggered when cooking).
> UnrealEditor-Engine.dll!ULevelInstanceSubsystem::RegisterLevelInstance(ILevelInstanceInterface * LevelInstance) Line 138 C++ UnrealEditor-Engine.dll!FLevelInstanceActorImpl::RegisterLevelInstance() Line 24 C++ UnrealEditor-Engine.dll!AActor::IncrementalRegisterComponents(int NumComponentsToRegister, FRegisterComponentContext * Context) Line 5300 C++ UnrealEditor-Engine.dll!ULevel::IncrementalRegisterComponents(bool bPreRegisterComponents, int NumComponentsToUpdate, FRegisterComponentContext * Context) Line 1665 C++ UnrealEditor-Engine.dll!ULevel::IncrementalUpdateComponents(int NumComponentsToUpdate, bool bRerunConstructionScripts, FRegisterComponentContext * Context) Line 1597 C++ UnrealEditor-Engine.dll!UWorld::AddToWorld(ULevel * Level, const UE::Math::TTransform<double> & LevelTransform, bool bConsiderTimeLimit, FNetLevelVisibilityTransactionId TransactionId) Line 2937 C++ UnrealEditor-Engine.dll!ULevelStreaming::UpdateStreamingState(bool & bOutUpdateAgain, bool & bOutRedetermineTarget) Line 726 C++ [Inline Frame] UnrealEditor-Engine.dll!FStreamingLevelPrivateAccessor::UpdateStreamingState(ULevelStreaming *) Line 647 C++ UnrealEditor-Engine.dll!UWorld::UpdateLevelStreaming() Line 4030 C++ UnrealEditor-Engine.dll!UWorld::BlockTillLevelStreamingCompleted() Line 3935 C++ [Inline Frame] UnrealEditor-Engine.dll!Invoke(void(UWorldPartition::*)()) Line 66 C++ [Inline Frame] UnrealEditor-Engine.dll!UE::Core::Private::Tuple::TTupleBase<TIntegerSequence<unsigned int>>::ApplyAfter(void(UWorldPartition::*)() &) Line 327 C++ UnrealEditor-Engine.dll!TBaseUObjectMethodDelegateInstance<0,UWorldPartition,void __cdecl(void),FDefaultDelegateUserPolicy>::ExecuteIfSafe() Line 618 C++ [Inline Frame] UnrealEditor-Engine.dll!TMulticastDelegateBase<FDefaultDelegateUserPolicy>::Broadcast() Line 178 C++ UnrealEditor-Engine.dll!TMulticastDelegate<void __cdecl(void),FDefaultDelegateUserPolicy>::Broadcast() Line 970 C++ UnrealEditor-Engine.dll!AWorldSettings::NotifyMatchStarted() Line 302 C++ UnrealEditor-Engine.dll!UWorld::BeginPlay() Line 5000 C++ UnrealEditor-Engine.dll!UGameInstance::StartPlayInEditorGameInstance(ULocalPlayer * LocalPlayer, const FGameInstancePIEParameters & Params) Line 546 C++ UnrealEditor-UnrealEd.dll!UEditorEngine::CreateInnerProcessPIEGameInstance(FRequestPlaySessionParams & InParams, const FGameInstancePIEParameters & InPIEParameters, int InPIEInstanceIndex) Line 3163 C++ UnrealEditor-UnrealEd.dll!UEditorEngine::OnLoginPIEComplete_Deferred(int LocalUserNum, bool bWasSuccessful, FString ErrorString, FPieLoginStruct DataStruct) Line 1626 C++ UnrealEditor-UnrealEd.dll!UEditorEngine::CreateNewPlayInEditorInstance(FRequestPlaySessionParams & InRequestParams, const bool bInDedicatedInstance, const EPlayNetMode InNetMode) Line 1889 C++ UnrealEditor-UnrealEd.dll!UEditorEngine::StartPlayInEditorSession(FRequestPlaySessionParams & InRequestParams) Line 2894 C++ UnrealEditor-UnrealEd.dll!UEditorEngine::StartQueuedPlaySessionRequestImpl() Line 1203 C++ UnrealEditor-UnrealEd.dll!UEditorEngine::StartQueuedPlaySessionRequest() Line 1106 C++ UnrealEditor-UnrealEd.dll!UEditorEngine::Tick(float DeltaSeconds, bool bIdleMode) Line 1689 C++ UnrealEditor-UnrealEd.dll!UUnrealEdEngine::Tick(float DeltaSeconds, bool bIdleMode) Line 523 C++ UnrealEditor.exe!FEngineLoop::Tick() Line 5365 C++ [Inline Frame] UnrealEditor.exe!EngineTick() Line 66 C++ UnrealEditor.exe!GuardedMain(const wchar_t * CmdLine) Line 202 C++ UnrealEditor.exe!LaunchWindowsStartup(HINSTANCE__ * hInInstance, HINSTANCE__ * hPrevInstance, char * __formal, int nCmdShow, const wchar_t * CmdLine) Line 233 C++ UnrealEditor.exe!WinMain(HINSTANCE__ * hInInstance, HINSTANCE__ * hPrevInstance, char * pCmdLine, int nCmdShow) Line 282 C++
I am not able to find world outliner how to enable it?
How to achieve HLSL Multiple Render Target in Material blueprints?
How can i modify the param name in EQS node
Undefined sysmbol: typeinfo for AActor when cross-compile linux dedicated server on windows
What method is used to fill polygonal regions when drawing spline mesh at run time?
Why does the system plugin 'UnrealBuildTool' error could not be found when the project is compiled?
How does TextureRenderTarget2D get TArray<uint8> type data?
How can PaintContext be used as function parameter in OnPaint?
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-167079 in the post.
0 |
Component | UE - World Creation - Worldbuilding Tools - Level Instances |
---|---|
Target Fix | 5.1 |
Created | Oct 13, 2022 |
---|---|
Resolved | Oct 17, 2022 |
Updated | Nov 3, 2022 |