Currently there is no stable way to break level instances
Assertion failed: !InActorDescInstance->bIsRegisteringOrUnregistering [File:D:\dev\UnrealEngine-5.5.0-preview-1\Engine\Source\Runtime\Engine\Private\WorldPartition\WorldPartitionHandle.cpp] [Line: 61]
A breakpoint instruction (__debugbreak() statement or a similar call) was executed in UnrealEditor.exe.
[Inline Frame] UnrealEditor-Engine.dll!FWorldPartitionLoadingContext::LoadAndRegisterActor(FWorldPartitionActorDescInstance *) Line 61 C++
[Inline Frame] UnrealEditor-Engine.dll!FWorldPartitionReferenceImpl::IncRefCount(FWorldPartitionActorDescInstance * InActorDescInstance) Line 283 C++
[Inline Frame] UnrealEditor-Engine.dll!TWorldPartitionHandle<FWorldPartitionReferenceImpl>::IncRefCount() Line 404 C++
[Inline Frame] UnrealEditor-Engine.dll!TWorldPartitionHandle<FWorldPartitionReferenceImpl>::operator=(const TWorldPartitionHandle<FWorldPartitionHandleImpl> &) Line 292 C++
UnrealEditor-Engine.dll!FWorldPartitionHandleImpl::ToReference(const TWorldPartitionHandle<FWorldPartitionHandleImpl> & Source) Line 272 C++
[Inline Frame] UnrealEditor-Engine.dll!TWorldPartitionHandle<FWorldPartitionHandleImpl>::ToReference() Line 220 C++
UnrealEditor-Engine.dll!IWorldPartitionActorLoaderInterface::ILoaderAdapter::AddReferenceToActor::__l2::<lambda_1>::operator()(const TWorldPartitionHandle<FWorldPartitionHandleImpl> & Handle, TMap<FGuid,TWorldPartitionHandle<FWorldPartitionReferenceImpl>,FDefaultSetAllocator,TDefaultMapHashableKeyFuncs<FGuid,TWorldPartitionHandle<FWorldPartitionReferenceImpl>,0>> & ReferenceMap) Line 295 C++
[Inline Frame] UnrealEditor-Engine.dll!Invoke(IWorldPartitionActorLoaderInterface::ILoaderAdapter::AddReferenceToActor::__l2::<lambda_1> &) Line 47 C++
[Inline Frame] UnrealEditor-Engine.dll!UE::Core::Private::Function::TFunctionRefCaller<`IWorldPartitionActorLoaderInterface::ILoaderAdapter::AddReferenceToActor'::`2'::<lambda_1>,void,TWorldPartitionHandle<FWorldPartitionHandleImpl> const &,TMap<FGuid,TWorldPartitionHandle<FWorldPartitionReferenceImpl>,FDefaultSetAllocator,TDefaultMapHashableKeyFuncs<FGuid,TWorldPartitionHandle<FWorldPartitionReferenceImpl>,0>> &>::Call(void *) Line 315 C++
[Inline Frame] UnrealEditor-Engine.dll!UE::Core::Private::Function::TFunctionRefBase<UE::Core::Private::Function::TFunctionStorage<0>,void __cdecl(TWorldPartitionHandle<FWorldPartitionHandleImpl> const &,TMap<FGuid,TWorldPartitionHandle<FWorldPartitionReferenceImpl>,FDefaultSetAllocator,TDefaultMapHashableKeyFuncs<FGuid,TWorldPartitionHandle<FWorldPartitionReferenceImpl>,0>> &)>::operator()(const TWorldPartitionHandle<FWorldPartitionHandleImpl> & <Params_1>, TMap<FGuid,TWorldPartitionHandle<FWorldPartitionReferenceImpl>,FDefaultSetAllocator,TDefaultMapHashableKeyFuncs<FGuid,TWorldPartitionHandle<FWorldPartitionReferenceImpl>,0>> &) Line 470 C++
UnrealEditor-Engine.dll!IWorldPartitionActorLoaderInterface::ILoaderAdapter::AddReferenceToActor(TWorldPartitionHandle<FWorldPartitionHandleImpl> & ActorHandle) Line 310 C++
UnrealEditor-Engine.dll!IWorldPartitionActorLoaderInterface::ILoaderAdapter::RefreshLoadedState() Line 169 C++
UnrealEditor-Engine.dll!IWorldPartitionActorLoaderInterface::ILoaderAdapter::Load() Line 55 C++
UnrealEditor-WorldPartitionEditor.dll!SWorldPartitionEditorGrid2D::CreateRegionFromSelection() Line 681 C++
[Inline Frame] UnrealEditor-WorldPartitionEditor.dll!Invoke(void(SWorldPartitionEditorGrid2D::*)()) Line 66 C++
[Inline Frame] UnrealEditor-WorldPartitionEditor.dll!UE::Core::Private::Tuple::TTupleBase<TIntegerSequence<unsigned int>>::ApplyAfter(void(SWorldPartitionEditorGrid2D::*)() &) Line 317 C++
UnrealEditor-WorldPartitionEditor.dll!TBaseSPMethodDelegateInstance<0,SWorldPartitionEditorGrid2D,1,void __cdecl(void),FDefaultDelegateUserPolicy>::ExecuteIfSafe() Line 299 C++
[Inline Frame] UnrealEditor-Slate.dll!TDelegate<void __cdecl(void),FDefaultDelegateUserPolicy>::ExecuteIfBound() Line 634 C++
UnrealEditor-Slate.dll!FUIAction::Execute() Line 139 C++
UnrealEditor-Slate.dll!FUICommandList::ExecuteAction(const TSharedRef<FUICommandInfo const ,1> InUICommandInfo) Line 117 C++
UnrealEditor-Slate.dll!SMenuEntryBlock::OnClicked(bool bCheckBoxClicked) Line 1170 C++
UnrealEditor-Slate.dll!SMenuEntryBlock::OnMenuItemButtonClicked() Line 1130 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 317 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 613 C++
UnrealEditor-Slate.dll!SButton::ExecuteOnClick() Line 467 C++
UnrealEditor-Slate.dll!SButton::OnMouseButtonUp(const FGeometry & MyGeometry, const FPointerEvent & MouseEvent) Line 392 C++
UnrealEditor-Slate.dll!SMenuEntryButton::OnMouseButtonUp(const FGeometry & MyGeometry, const FPointerEvent & MouseEvent) Line 446 C++
UnrealEditor-Slate.dll!FSlateApplication::RoutePointerUpEvent::__l8::<lambda_2>::operator()(const FArrangedWidget & TargetWidget, const FPointerEvent & Event) Line 5341 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 456 C++
UnrealEditor-Slate.dll!FSlateApplication::RoutePointerUpEvent(const FWidgetPath & WidgetsUnderPointer, const FPointerEvent & PointerEvent) Line 5327 C++
UnrealEditor-Slate.dll!FSlateApplication::ProcessMouseButtonUpEvent(const FPointerEvent & MouseEvent) Line 5912 C++
UnrealEditor-Slate.dll!FSlateApplication::OnMouseUp(const EMouseButtons::Type Button, const UE::Math::TVector2<double> CursorPos) Line 5868 C++
UnrealEditor-ApplicationCore.dll!FWindowsApplication::ProcessDeferredMessage(const FDeferredWindowsMessage & DeferredMessage) Line 2271 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 2783 C++
UnrealEditor-ApplicationCore.dll!FWindowsApplication::ProcessMessage(HWND__ * hwnd, unsigned int msg, unsigned __int64 wParam, __int64 lParam) Line 1944 C++
[Inline Frame] UnrealEditor-ApplicationCore.dll!WindowsApplication_WndProc(HWND__ *) Line 939 C++
UnrealEditor-ApplicationCore.dll!FWindowsApplication::AppWndProc(HWND__ * hwnd, unsigned int msg, unsigned __int64 wParam, __int64 lParam) Line 945 C++
user32.dll!00007ff8a891ef5c() Unknown
user32.dll!00007ff8a891e684() 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 5782 C++
[Inline Frame] UnrealEditor.exe!EngineTick() Line 69 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 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!00007ff8a8ca7374() Unknown
ntdll.dll!00007ff8aa67cc91() Unknown
I am not able to find world outliner how to enable it?
How can i modify the param name in EQS node
How to properly terminate the DoWork thread function in FAsyncTask?
Delay nodes occasionally don't fire the "Completed" output in a nativized build
I'm working on a VR Project and I cannot add Nav Mesh to the stairs??
What method is used to fill polygonal regions when drawing spline mesh at run time?
What is the difference between Camera and CineCamera?
How to achieve HLSL Multiple Render Target in Material blueprints?
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-229616 in the post.
0 |
Component | UE - World Creation - Worldbuilding Tools - Level Instances |
---|---|
Affects Versions | 5.4, 5.5 |
Target Fix | 5.6 |
Created | Nov 5, 2024 |
---|---|
Resolved | Nov 8, 2024 |
Updated | Nov 20, 2024 |