Description

Resaving the level using ResavePackagesCommandlet is a workaround.

Steps to Reproduce
  1. Open a project on 5.3 engine
  2. Create a new world partitioned level
  3. Place some static meshes
  4. Create a LevelInstance with the StaticMeshActors
  5. Save the level
  6. Create a c++ class based on WorldSettings via menu>Tool>New C++ Class...
  7. Quit the editor
  8. Build the project
  9. Add following settings to the DefaultEngine.ini to override WorldSettings class
    [/Script/Engine.Engine]
    WorldSettingsClassName=/Script/YourModuleName.YourWorldSettings
  10. Open the project and the WP level

Result:

Assertion failed :

[2023.11.13-12.29.59:463][946]
Assertion failed: !ActorInstanceGuid.IsValid() [File:D:\dev\UnrealEngine-5.3.1\Engine\Source\Runtime\Engine\Private\Actor.cpp] [Line: 908] 

Note:
Place a not resaved level instance to the newly created level causes same assertion.

Callstack

UnrealEditor-Engine.dll!AActor::Serialize(FArchive & Ar) Line 908 C++
UnrealEditor-Engine.dll!AWorldSettings::Serialize(FArchive & Ar) Line 342 C++
[Inline Frame] UnrealEditor-Engine.dll!FCPFUOReader::

{ctor}

(FCPFUOWriter & DstObject, UObject *) Line 16716 C++
UnrealEditor-Engine.dll!UEngine::CopyPropertiesForUnrelatedObjects(UObject * OldObject, UObject * NewObject, UEngine::FCopyPropertiesForUnrelatedObjectsParams Params) Line 16896 C++
UnrealEditor-Engine.dll!UWorld::RepairWorldSettings() Line 1902 C++
[Inline Frame] UnrealEditor-Engine.dll!UWorld::RepairSingletonActors() Line 1935 C++
UnrealEditor-Engine.dll!UWorld::PostLoad() Line 1377 C++
UnrealEditor-CoreUObject.dll!UObject::ConditionalPostLoad() Line 1269 C++
UnrealEditor-CoreUObject.dll!UObject::PostLoadSubobjects(FObjectInstancingGraph * OuterInstanceGraph) Line 1303 C++
[Inline Frame] UnrealEditor-CoreUObject.dll!UObject::ConditionalPostLoadSubobjects(FObjectInstancingGraph *) Line 1371 C++
UnrealEditor-CoreUObject.dll!UObject::ConditionalPostLoad() Line 1248 C++
UnrealEditor-CoreUObject.dll!UObject::PostLoadSubobjects(FObjectInstancingGraph * OuterInstanceGraph) Line 1303 C++
UnrealEditor-Engine.dll!AActor::PostLoadSubobjects(FObjectInstancingGraph * OuterInstanceGraph) Line 1026 C++
[Inline Frame] UnrealEditor-CoreUObject.dll!UObject::ConditionalPostLoadSubobjects(FObjectInstancingGraph *) Line 1371 C++
UnrealEditor-CoreUObject.dll!UObject::ConditionalPostLoad() Line 1248 C++
UnrealEditor-CoreUObject.dll!FAsyncPackage::PostLoadDeferredObjects(double InTickStartTime, bool bInUseTimeLimit, double InOutTimeLimit) Line 7036 C++
UnrealEditor-CoreUObject.dll!FAsyncLoadingThread::ProcessLoadedPackages(bool bUseTimeLimit, bool bUseFullTimeLimit, double TimeLimit, bool & bDidSomething, const FFlushRequest & FlushRequest) Line 4777 C++
UnrealEditor-CoreUObject.dll!FAsyncLoadingThread::TickAsyncLoading(bool bUseTimeLimit, bool bUseFullTimeLimit, double TimeLimit, FFlushRequest FlushRequest) Line 5001 C++
UnrealEditor-CoreUObject.dll!FAsyncLoadingThread::FlushLoading(TArrayView<int const ,int> RequestIDs) Line 7518 C++
UnrealEditor-CoreUObject.dll!FlushAsyncLoading(TArrayView<int const ,int> RequestIds) Line 295 C++
UnrealEditor-CoreUObject.dll!FlushAsyncLoading(int RequestId) Line 264 C++
UnrealEditor-Engine.dll!ULevelStreaming::RequestLevel(UWorld * PersistentWorld, bool bAllowLevelLoadRequests, ULevelStreaming::EReqLevelBlock BlockPolicy) Line 1666 C++
UnrealEditor-Engine.dll!ULevelStreaming::UpdateStreamingState::__l2::<lambda_1>::operator()() Line 923 C++
UnrealEditor-Engine.dll!ULevelStreaming::UpdateStreamingState(bool & bOutUpdateAgain, bool & bOutRedetermineTarget) Line 1149 C++
[Inline Frame] UnrealEditor-Engine.dll!FStreamingLevelPrivateAccessor::UpdateStreamingState(ULevelStreaming *) Line 767 C++
UnrealEditor-Engine.dll!UWorld::UpdateLevelStreaming() Line 4274 C++
UnrealEditor-Engine.dll!UWorld::BlockTillLevelStreamingCompleted() Line 4163 C++
UnrealEditor-Engine.dll!UEngine::BlockTillLevelStreamingCompleted(UWorld * InWorld) Line 15326 C++
UnrealEditor-Engine.dll!ULevelStreamingLevelInstance::LoadInstance(ILevelInstanceInterface * LevelInstance) Line 274 C++
UnrealEditor-Engine.dll!ULevelInstanceSubsystem::LoadLevelInstance(ILevelInstanceInterface * LevelInstance) Line 449 C++
UnrealEditor-Engine.dll!ULevelInstanceSubsystem::UpdateStreamingState() Line 291 C++
UnrealEditor-Engine.dll!UWorld::Tick(ELevelTick TickType, float DeltaSeconds) Line 1644 C++
UnrealEditor-UnrealEd.dll!UEditorEngine::Tick(float DeltaSeconds, bool bIdleMode) Line 1714 C++
UnrealEditor-UnrealEd.dll!UUnrealEdEngine::Tick(float DeltaSeconds, bool bIdleMode) Line 531 C++
UnrealEditor.exe!FEngineLoop::Tick() Line 5825 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 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!BaseThreadInitThunk() Unknown
ntdll.dll!RtlUserThreadStart() Unknown

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Unresolved
CreatedNov 13, 2023
UpdatedFeb 13, 2024