The level seems to have been successfully copied.
[uprojectpath] [CreatedWPLevel path] -run=WorldPartitionBuilderCommandlet -SCCProvider=None -builder=WorldPartitionRenameDuplicateBuilder -NewPackage=/Game/Dest/Map1
Ensure condition failed occurs with the log :
Error: Ensure condition failed: Actors.Find(Actor, ActorIndex) [File:D:\dev\UnrealEngine-5.3.0-preview-1\Engine\Source\Runtime\Engine\Private\Level.cpp] [Line: 945]
> [Inline Frame] UnrealEditor-Engine.dll!ULevel::RemoveLoadedActors::_l2::<lambda_1>:[Image Removed])::_l2::<lambda_3>::operator()() Line 945 C++
UnrealEditor-Engine.dll!ULevel::RemoveLoadedActors::__l2::<lambda_1>::operator()(AActor * Actor) Line 945 C++
[Inline Frame] UnrealEditor-Engine.dll!UE::Core::Private::Function::TFunctionRefBase<UE::Core::Private::Function::TFunctionStorage<0>,void __cdecl(AActor *)>::operator()(AActor * <Params_0>) Line 629 C++
UnrealEditor-Engine.dll!ULevel::RemoveLoadedActors(const TArray<AActor *,TSizedDefaultAllocator<32>> & ActorList, const UE::Math::TTransform<double> * TransformToRemove) Line 954 C++
UnrealEditor-Engine.dll!ULevel::RemoveLoadedActor(AActor * Actor, const UE::Math::TTransform<double> * TransformToRemove) Line 920 C++
UnrealEditor-Engine.dll!FWorldPartitionLoadingContext::FImmediate::UnregisterActor(FWorldPartitionActorDesc * ActorDesc) Line 106 C++
UnrealEditor-Engine.dll!FWorldPartitionLoadingContext::UnloadAndUnregisterActor(FWorldPartitionActorDesc * ActorDesc) Line 53 C++
[Inline Frame] UnrealEditor-Engine.dll!TWorldPartitionHandle<FWorldPartitionReferenceImpl>::DecRefCount() Line 334 C++
[Inline Frame] UnrealEditor-Engine.dll!TWorldPartitionHandle<FWorldPartitionReferenceImpl>::{dtor}() Line 175 C++
UnrealEditor-Engine.dll!TSparseArray<TSetElement<TTuple<TWorldPartitionHandle<FWorldPartitionReferenceImpl>,TObjectPtr<AActor>>>,TSparseArrayAllocator<TSizedDefaultAllocator<32>,FDefaultBitArrayAllocator>>::Empty(int ExpectedNumElements) Line 384 C++
[Inline Frame] UnrealEditor-Engine.dll!TSet<TTuple<TWorldPartitionHandle<FWorldPartitionReferenceImpl>,TObjectPtr<AActor>>,TDefaultMapHashableKeyFuncs<TWorldPartitionHandle<FWorldPartitionReferenceImpl>,TObjectPtr<AActor>,0>,FDefaultSetAllocator>::ShouldRehash(int) Line 1516 C++
[Inline Frame] UnrealEditor-Engine.dll!TSet<TTuple<TWorldPartitionHandle<FWorldPartitionReferenceImpl>,TObjectPtr<AActor>>,TDefaultMapHashableKeyFuncs<TWorldPartitionHandle<FWorldPartitionReferenceImpl>,TObjectPtr<AActor>,0>,FDefaultSetAllocator>::Empty(int) Line 444 C++
[Inline Frame] UnrealEditor-Engine.dll!TMapBase<TWorldPartitionHandle<FWorldPartitionReferenceImpl>,TObjectPtr<AActor>,FDefaultSetAllocator,TDefaultMapHashableKeyFuncs<TWorldPartitionHandle<FWorldPartitionReferenceImpl>,TObjectPtr<AActor>,0>>::Empty(int) Line 225 C++
UnrealEditor-Engine.dll!UWorldPartition::Uninitialize() Line 783 C++
UnrealEditor-Engine.dll!ULevel::CleanupLevel(bool bCleanupResources, bool bUnloadFromEditor) Line 480 C++
UnrealEditor-Engine.dll!UWorld::CleanupWorldInternal(bool bSessionEnded, bool bCleanupResources, bool bWorldChanged) Line 5420 C++
UnrealEditor-Engine.dll!UWorld::CleanupWorld(bool bSessionEnded, bool bCleanupResources, UWorld * NewWorld) Line 5306 C++
UnrealEditor-Engine.dll!UWorld::DestroyWorld(bool bInformEngineOfWorld, UWorld * NewWorld) Line 2368 C++
UnrealEditor-UnrealEd.dll!FScopedEditorWorld::~FScopedEditorWorld() Line 72 C++
UnrealEditor-UnrealEd.dll!UWorldPartitionRenameDuplicateBuilder::RunInternal(UWorld * World, const FCellInfo & CellInfo, FPackageSourceControlHelper & PackageHelper) Line 430 C++
UnrealEditor-UnrealEd.dll!UWorldPartitionBuilder::Run(UWorld * World, FPackageSourceControlHelper & PackageHelper) Line 279 C++
UnrealEditor-UnrealEd.dll!UWorldPartitionBuilder::RunBuilder(UWorld * World) Line 116 C++
UnrealEditor-UnrealEd.dll!UWorldPartitionBuilderCommandlet::RunBuilder(TSubclassOf<UWorldPartitionBuilder> InBuilderClass, const FString & InWorldPackageName) Line 229 C++
UnrealEditor-UnrealEd.dll!UWorldPartitionBuilderCommandlet::Main(const FString & Params) Line 128 C++
UnrealEditor.exe!FEngineLoop::PreInitPostStartupScreen(const wchar_t * CmdLine) Line 4136 C++
[Inline Frame] UnrealEditor.exe!FEngineLoop::PreInit(const wchar_t *) Line 4414 C++
[Inline Frame] UnrealEditor.exe!EnginePreInit(const wchar_t *) Line 41 C++
UnrealEditor.exe!GuardedMain(const wchar_t * CmdLine) Line 140 C++
UnrealEditor.exe!LaunchWindowsStartup(HINSTANCE__ * hInInstance, HINSTANCE__ * hPrevInstance, char * __formal, int nCmdShow, const wchar_t * CmdLine) Line 247 C++
UnrealEditor.exe!WinMain(HINSTANCE__ * hInInstance, HINSTANCE__ * hPrevInstance, char * pCmdLine, int nCmdShow) Line 298 C++
[Inline Frame] UnrealEditor.exe!invoke_main() Line 102 C++
UnrealEditor.exe!__scrt_common_main_seh() Line 288 C++
kernel32.dll!00007ffc68aa7614() Unknown
ntdll.dll!00007ffc6aa826b1() Unknown
i have this problem UE4CC-Windows-58DC12AF4B97F057BD108FBFF569B2E9_0000
I am not able to find world outliner how to enable it?
Delay nodes occasionally don't fire the "Completed" output in a nativized build
Undefined sysmbol: typeinfo for AActor when cross-compile linux dedicated server on windows
How can i modify the param name in EQS node
When I open UE4 4.24.3 it appears that. Does anyone know how to solve?
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-193478 in the post.
3 |
Component | UE - World Creation - Worldbuilding Tools - World Partition |
---|---|
Affects Versions | 5.2, 5.3 |
Target Fix | 5.5 |
Created | Aug 21, 2023 |
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Resolved | Sep 25, 2024 |
Updated | Sep 30, 2024 |