Steps to Reproduce
  1. Enable wp.Runtime.UseMakingVisibleTransactionRequests.
  2. Load a level with steaming data (using world partition) as a Listen Server
  3. As a Listen Server transit back to a level with closing the connection. Basically going to a level without ?listen option
  4. Crash occurs
Callstack
Assertion failed: IsNetMode(NM_ListenServer) || IsNetMode(NM_DedicatedServer) [File:\Engine\Source\Runtime\Engine\Private\World.cpp] [Line: 3550] 

>	UnrealEditor-Engine.dll!??R<lambda_1>@?1??RemoveFromWorld@UWorld@@QEAAXPEAVULevel@@_NUFNetLevelVisibilityTransactionId@@PEAVULevelStreaming@@@Z@QEBA@XZ() Line 3550	C++
 	UnrealEditor-Engine.dll!UWorld::RemoveFromWorld(ULevel * Level, bool bAllowIncrementalRemoval, FNetLevelVisibilityTransactionId TransactionId, ULevelStreaming * InOwningLevelStreaming) Line 3624	C++
 	UnrealEditor-Engine.dll!ULevelStreaming::UpdateStreamingState(bool & bOutUpdateAgain, bool & bOutRedetermineTarget) Line 1042	C++
 	[Inline Frame] UnrealEditor-Engine.dll!FStreamingLevelPrivateAccessor::UpdateStreamingState(ULevelStreaming *) Line 776	C++
 	UnrealEditor-Engine.dll!UWorld::UpdateLevelStreaming() Line 4327	C++
 	[Inline Frame] UnrealEditor-Engine.dll!UWorld::FlushLevelStreaming::__l2::<lambda_1>::operator()() Line 4592	C++
 	UnrealEditor-Engine.dll!UWorld::FlushLevelStreaming(EFlushLevelStreamingType FlushType) Line 4598	C++
 	UnrealEditor-Engine.dll!UEngine::LoadMap(FWorldContext & WorldContext, FURL URL, UPendingNetGame * Pending, FString & Error) Line 15112	C++
 	UnrealEditor-Engine.dll!UEngine::Browse(FWorldContext & WorldContext, FURL URL, FString & Error) Line 14670	C++
 	UnrealEditor-Engine.dll!UEngine::TickWorldTravel(FWorldContext & Context, float DeltaSeconds) Line 14868	C++
 	UnrealEditor-UnrealEd.dll!UEditorEngine::Tick(float DeltaSeconds, bool bIdleMode) Line 1989	C++
 	UnrealEditor-UnrealEd.dll!UUnrealEdEngine::Tick(float DeltaSeconds, bool bIdleMode) Line 550	C++
 	UnrealEditor.exe!FEngineLoop::Tick() Line 5921	C++
 	[Inline Frame] UnrealEditor.exe!EngineTick() Line 61	C++
 	UnrealEditor.exe!GuardedMain(const wchar_t * CmdLine) Line 180	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++

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Unresolved
CreatedOct 3, 2024
UpdatedOct 10, 2024
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