Steps to Reproduce

This can be easily reproduced in vanilla UE 5.1.1 (installed from Epic launcher) by following these steps:

  1. Create a clean project, make a new WP map with some cube
  2. Add some simple logic in Level BP, like move a cube when BeginPlay, and save everything
  3. Make the map package dirty (by directly call MarkPackageDirty from code or change something in the world settings like game mode)
  4. Wait for the auto save
  5. After auto save is done, delete one cube from the scene
  6. Open any other map (save or discard the changes, doesn't matter)
  7. Wait for the crash
Callstack
>	[Inline Frame] UnrealEditor-Core.dll!FWindowsErrorOutputDevice::Serialize::__l2::<lambda>() Line 32	C++
 	UnrealEditor-Core.dll!FWindowsErrorOutputDevice::Serialize(const wchar_t * Msg, ELogVerbosity::Type Verbosity, const FName & Category) Line 32	C++
 	UnrealEditor-Core.dll!FOutputDevice::LogfImpl(const wchar_t * Fmt, ...) Line 70	C++
 	[Inline Frame] UnrealEditor-Core.dll!FOutputDevice::Logf(const wchar_t[49] &) Line 246	C++
 	UnrealEditor-Core.dll!AssertFailedImplV(const char * Expr, const char * File, int Line, void * ProgramCounter, const wchar_t * Format, char * Args) Line 142	C++
 	UnrealEditor-Core.dll!FDebug::AssertFailedV(const char * Expr, const char * File, int Line, const wchar_t * Format, char * Args) Line 610	C++
 	UnrealEditor-Core.dll!UE::Logging::Private::BasicFatalLog(const FLogCategoryBase & Category, const UE::Logging::Private::FStaticBasicLogRecord * Log, ...) Line 985	C++
 	UnrealEditor-UnrealEd.dll!UEditorEngine::CheckForWorldGCLeaks(UWorld * NewWorld, UPackage * WorldPackage) Line 2046	C++
 	UnrealEditor-UnrealEd.dll!UEditorEngine::EditorDestroyWorld(FWorldContext & Context, const FText & CleanseText, UWorld * NewWorld) Line 2181	C++
 	UnrealEditor-UnrealEd.dll!UEditorEngine::NewMap(bool bIsPartitionedWorld) Line 2298	C++
 	UnrealEditor-UnrealEd.dll!UEditorEngine::CreateNewMapForEditing(bool bPromptUserToSave, bool bIsPartitionedWorld) Line 2270	C++
 	UnrealEditor-LevelEditor.dll!FLevelEditorActionCallbacks::NewLevel(bool & bOutLevelCreated) Line 273	C++
 	UnrealEditor-LevelEditor.dll!FLevelEditorActionCallbacks::NewLevel() Line 206	C++
 	[Inline Frame] UnrealEditor-LevelEditor.dll!Invoke(void(*)() &) Line 47	C++
 	[Inline Frame] UnrealEditor-LevelEditor.dll!UE::Core::Private::Tuple::TTupleBase<TIntegerSequence<unsigned int>>::ApplyAfter(void(*)() &) Line 311	C++
 	UnrealEditor-LevelEditor.dll!TBaseStaticDelegateInstance<void __cdecl(void),FDefaultDelegateUserPolicy>::ExecuteIfSafe() Line 658	C++
 	UnrealEditor-Slate.dll!FUICommandList::ExecuteAction(const TSharedRef<FUICommandInfo const ,1> InUICommandInfo) Line 117	C++
 	UnrealEditor-Slate.dll!SMenuEntryBlock::OnClicked(bool bCheckBoxClicked) Line 1158	C++
 	UnrealEditor-Slate.dll!SMenuEntryBlock::OnMenuItemButtonClicked() Line 1118	C++
 	[Inline Frame] UnrealEditor-Slate.dll!Invoke(FReply(SMenuEntryBlock::*)()) Line 66	C++
 	[Inline Frame] UnrealEditor-Slate.dll!UE::Core::Private::Tuple::TTupleBase<TIntegerSequence<unsigned int>>::ApplyAfter(FReply(SMenuEntryBlock::*)() &) Line 311	C++
 	UnrealEditor-Slate.dll!TBaseSPMethodDelegateInstance<0,SMenuEntryBlock,1,FReply __cdecl(void),FDefaultDelegateUserPolicy>::Execute() Line 275	C++
 	[Inline Frame] UnrealEditor-Slate.dll!TDelegate<FReply __cdecl(void),FDefaultDelegateUserPolicy>::Execute() Line 632	C++
 	UnrealEditor-Slate.dll!SButton::ExecuteOnClick() Line 465	C++
 	UnrealEditor-Slate.dll!SButton::OnMouseButtonUp(const FGeometry & MyGeometry, const FPointerEvent & MouseEvent) Line 390	C++
 	UnrealEditor-Slate.dll!SMenuEntryButton::OnMouseButtonUp(const FGeometry & MyGeometry, const FPointerEvent & MouseEvent) Line 434	C++
 	[Inline Frame] UnrealEditor-Slate.dll!FSlateApplication::RoutePointerUpEvent::__l8::<lambda_2>::operator()(const FArrangedWidget &) Line 5134	C++
 	UnrealEditor-Slate.dll!FEventRouter::Route<FReply,FEventRouter::FToLeafmostPolicy,FPointerEvent,`FSlateApplication::RoutePointerUpEvent'::`8'::<lambda_2>>(FSlateApplication * ThisApplication, FEventRouter::FToLeafmostPolicy RoutingPolicy, FPointerEvent EventCopy, const FSlateApplication::RoutePointerUpEvent::__l8::<lambda_2> & Lambda, ESlateDebuggingInputEvent DebuggingInputEvent) Line 427	C++
 	UnrealEditor-Slate.dll!FSlateApplication::RoutePointerUpEvent(const FWidgetPath & WidgetsUnderPointer, const FPointerEvent & PointerEvent) Line 5120	C++
 	UnrealEditor-Slate.dll!FSlateApplication::ProcessMouseButtonUpEvent(const FPointerEvent & MouseEvent) Line 5689	C++
 	UnrealEditor-Slate.dll!FSlateApplication::OnMouseUp(const EMouseButtons::Type Button, const UE::Math::TVector2<double> CursorPos) Line 5654	C++
 	UnrealEditor-ApplicationCore.dll!FWindowsApplication::ProcessDeferredMessage(const FDeferredWindowsMessage & DeferredMessage) Line 2219	C++
 	UnrealEditor-ApplicationCore.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 2726	C++
 	UnrealEditor-ApplicationCore.dll!FWindowsApplication::ProcessMessage(HWND__ * hwnd, unsigned int msg, unsigned __int64 wParam, __int64 lParam) Line 1895	C++
 	[Inline Frame] UnrealEditor-ApplicationCore.dll!WindowsApplication_WndProc(HWND__ *) Line 919	C++
 	UnrealEditor-ApplicationCore.dll!FWindowsApplication::AppWndProc(HWND__ * hwnd, unsigned int msg, unsigned __int64 wParam, __int64 lParam) Line 925	C++
 	user32.dll!UserCallWinProcCheckWow()	Unknown
 	user32.dll!DispatchMessageWorker()	Unknown
 	[Inline Frame] UnrealEditor-ApplicationCore.dll!WinPumpMessages() Line 113	C++
 	UnrealEditor-ApplicationCore.dll!FWindowsPlatformApplicationMisc::PumpMessages(bool bFromMainLoop) Line 142	C++
 	UnrealEditor.exe!FEngineLoop::Tick() Line 5736	C++
 	[Inline Frame] UnrealEditor.exe!EngineTick() Line 61	C++
 	UnrealEditor.exe!GuardedMain(const wchar_t * CmdLine) Line 188	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 284	C++
 	[Inline Frame] UnrealEditor.exe!invoke_main() Line 102	C++
 	UnrealEditor.exe!__scrt_common_main_seh() Line 288	C++
 	kernel32.dll!BaseThreadInitThunk()	Unknown
 	ntdll.dll!RtlUserThreadStart()	Unknown

Have Comments or More Details?

There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-180746 in the post.

0
Login to Vote

Fixed
Fix Commit24780516
Main Commit24780516
CreatedMar 20, 2023
ResolvedMar 24, 2023
UpdatedApr 29, 2023
View Jira Issue