Steps to Reproduce

Steps to Reproduce

In a Development build of the editor:

  1. Edit an empty map.
  2. Drag a level with LevelInstanceActors in it (in our case a couple packed level actors) from the content browser into the Levels window to add it as a sublevel.
  3. Change the Current Context to the top level map from step #1, (this also happens after editing a level instance actor because it doesn't remember what context was previously active, which is how we commonly hit it)
  4. Try to break a level instance actor using Level -> Break menu option
  5. Note the assertion failure: check(LevelInstanceActor->GetLevel() == GetWorld()->GetCurrentLevel())
Callstack
Assertion failed: LevelInstanceActor->GetLevel() == GetWorld()->GetCurrentLevel() [File:\FN-Main\Engine\Source\Runtime\Engine\Private\LevelInstance\LevelInstanceSubsystem.cpp] [Line: 1647] 

>	UnrealEditor-Engine.dll!ULevelInstanceSubsystem::BreakLevelInstance_Impl(ILevelInstanceInterface * LevelInstance, unsigned int Levels, TArray<AActor *,TSizedDefaultAllocator<32>> & OutMovedActors, ELevelInstanceBreakFlags Flags) Line 1647	C++
 	UnrealEditor-Engine.dll!ULevelInstanceSubsystem::BreakLevelInstance(ILevelInstanceInterface * LevelInstance, unsigned int Levels, TArray<AActor *,TSizedDefaultAllocator<32>> * OutMovedActors, ELevelInstanceBreakFlags Flags) Line 1619	C++
 	UnrealEditor-LevelInstanceEditor.dll!FLevelInstanceMenuUtils::CreateBreakSubMenu::__l5::<lambda_5>::operator()() Line 499	C++
 	[Inline Frame] UnrealEditor-LevelInstanceEditor.dll!Invoke(FLevelInstanceMenuUtils::CreateBreakSubMenu::__l5::<lambda_5> &) Line 47	C++
 	[Inline Frame] UnrealEditor-LevelInstanceEditor.dll!UE::Core::Private::Tuple::TTupleBase<TIntegerSequence<unsigned int>>::ApplyAfter(FLevelInstanceMenuUtils::CreateBreakSubMenu::__l5::<lambda_5> &) Line 310	C++
 	UnrealEditor-LevelInstanceEditor.dll!TBaseFunctorDelegateInstance<void __cdecl(void),FDefaultDelegateUserPolicy,`FLevelInstanceMenuUtils::CreateBreakSubMenu'::`5'::<lambda_5>>::ExecuteIfSafe() Line 872	C++
 	[Inline Frame] UnrealEditor-Slate.dll!TDelegate<void __cdecl(void),FDefaultDelegateUserPolicy>::ExecuteIfBound() Line 635	C++
 	UnrealEditor-Slate.dll!FUIAction::Execute() Line 139	C++
 	UnrealEditor-Slate.dll!SMenuEntryBlock::OnClicked(bool bCheckBoxClicked) Line 1167	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 310	C++
 	UnrealEditor-Slate.dll!TBaseSPMethodDelegateInstance<0,SMenuEntryBlock,1,FReply __cdecl(void),FDefaultDelegateUserPolicy>::Execute() Line 282	C++
 	[Inline Frame] UnrealEditor-Slate.dll!TDelegate<FReply __cdecl(void),FDefaultDelegateUserPolicy>::Execute() Line 614	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 5324	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 448	C++
 	UnrealEditor-Slate.dll!FSlateApplication::RoutePointerUpEvent(const FWidgetPath & WidgetsUnderPointer, const FPointerEvent & PointerEvent) Line 5310	C++
 	UnrealEditor-Slate.dll!FSlateApplication::ProcessMouseButtonUpEvent(const FPointerEvent & MouseEvent) Line 5895	C++
 	UnrealEditor-Slate.dll!FSlateApplication::OnMouseUp(const EMouseButtons::Type Button, const UE::Math::TVector2<double> CursorPos) Line 5851	C++
 	UnrealEditor-ApplicationCore.dll!FWindowsApplication::ProcessDeferredMessage(const FDeferredWindowsMessage & DeferredMessage) Line 2253	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 2765	C++
 	UnrealEditor-ApplicationCore.dll!FWindowsApplication::ProcessMessage(HWND__ * hwnd, unsigned int msg, unsigned __int64 wParam, __int64 lParam) Line 1926	C++
 	[Inline Frame] UnrealEditor-ApplicationCore.dll!WindowsApplication_WndProc(HWND__ *) Line 930	C++
 	UnrealEditor-ApplicationCore.dll!FWindowsApplication::AppWndProc(HWND__ * hwnd, unsigned int msg, unsigned __int64 wParam, __int64 lParam) Line 936	C++
 	user32.dll!UserCallWinProcCheckWow(struct _ACTIVATION_CONTEXT *,__int64 (*)(struct tagWND *,unsigned int,unsigned __int64,__int64),struct HWND__ *,enum _WM_VALUE,unsigned __int64,__int64,void *,int)	Unknown
 	user32.dll!DispatchMessageWorker()	Unknown
 	[Inline Frame] UnrealEditor-ApplicationCore.dll!WinPumpMessages() Line 116	C++
 	UnrealEditor-ApplicationCore.dll!FWindowsPlatformApplicationMisc::PumpMessages(bool bFromMainLoop) Line 145	C++
 	UnrealEditor.exe!FEngineLoop::Tick() Line 5767	C++
 	[Inline Frame] UnrealEditor.exe!EngineTick() Line 72	C++
 	UnrealEditor.exe!GuardedMain::__l2::<lambda_2>::operator()(verse::FExecutionContext Context) Line 199	C++
 	[Inline Frame] UnrealEditor.exe!verse::FExecutionContext::Create(const GuardedMain::__l2::<lambda_2> &) Line 47	C++
 	UnrealEditor.exe!GuardedMain(const wchar_t * CmdLine) Line 136	C++
 	UnrealEditor.exe!LaunchWindowsStartup(HINSTANCE__ * hInInstance, HINSTANCE__ * hPrevInstance, char * __formal, int nCmdShow, const wchar_t * CmdLine) Line 266	C++
 	UnrealEditor.exe!WinMain(HINSTANCE__ * hInInstance, HINSTANCE__ * hPrevInstance, char * pCmdLine, int nCmdShow) Line 317	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-219803 in the post.

0
Login to Vote

Fixed
Fix Commit36341797
CreatedJul 19, 2024
ResolvedSep 19, 2024
UpdatedSep 25, 2024
View Jira Issue