Description

The level seems to have been successfully copied.

Steps to Reproduce
  1. Create a project
  2. Create a level with OpenWorld template
  3. Save the level
  4. Quit the editor
  5. Run WorldPartitionRenameDuplicateBuilder
    Example command line is :
    [uprojectpath] [CreatedWPLevel path] -run=WorldPartitionBuilderCommandlet -SCCProvider=None -builder=WorldPartitionRenameDuplicateBuilder -NewPackage=/Game/Dest/Map1
    

 

 

Result:

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] 
Callstack

>    [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

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Unresolved
CreatedAug 21, 2023
UpdatedFeb 13, 2024