This can be easily reproduced in vanilla UE 5.1.1 (installed from Epic launcher) by following these steps:
> [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
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There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-180746 in the post.
0 |
Component | UE - World Creation - Worldbuilding Tools - World Partition |
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Target Fix | 5.3 |
Created | Mar 20, 2023 |
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Resolved | Mar 24, 2023 |
Updated | Apr 29, 2023 |