The necessary conditions to trigger the issue:
The WorldPartionHLOD actor to rebuild must reference a packed level actor
The packed level actor must be loaded in the map when rebuilding the HLOD
Assertion failed: GIsReinstancing || Value == nullptr || Value == LevelInstance > UnrealEditor-Engine.dll!ULevelInstanceSubsystem::RegisterLevelInstance(ILevelInstanceInterface * LevelInstance) UnrealEditor-Engine.dll!FLevelInstanceActorImpl::RegisterLevelInstance() UnrealEditor-Engine.dll!AActor::IncrementalRegisterComponents(int NumComponentsToRegister, FRegisterComponentContext * Context) UnrealEditor-Engine.dll!ULevel::IncrementalRegisterComponents(bool bPreRegisterComponents, int NumComponentsToUpdate, FRegisterComponentContext * Context) UnrealEditor-Engine.dll!ULevel::IncrementalUpdateComponents(int NumComponentsToUpdate, bool bRerunConstructionScripts, FRegisterComponentContext * Context) UnrealEditor-Engine.dll!UWorld::AddToWorld(ULevel * Level, const UE::Math::TTransform<double> & LevelTransform, bool bConsiderTimeLimit, FNetLevelVisibilityTransactionId TransactionId, ULevelStreaming * InOwningLevelStreaming) UnrealEditor-Engine.dll!ULevelStreaming::UpdateStreamingState(bool & bOutUpdateAgain, bool & bOutRedetermineTarget) [Inline Frame] UnrealEditor-Engine.dll!FStreamingLevelPrivateAccessor::UpdateStreamingState(ULevelStreaming *) UnrealEditor-Engine.dll!UWorld::UpdateLevelStreaming() UnrealEditor-Engine.dll!UWorld::FlushLevelStreaming(EFlushLevelStreamingType FlushType) UnrealEditor-Engine.dll!UWorldPartitionLevelStreamingDynamic::LoadInEditor(UWorld * World, FName LevelStreamingName, const TArray<FWorldPartitionRuntimeCellObjectMapping,TSizedDefaultAllocator<32>> & InPackages) UnrealEditor-Engine.dll!UWorldPartitionHLODSourceActorsFromCell::LoadSourceActors(bool & bOutDirty) [Inline Frame] UnrealEditor-WorldPartitionHLODUtilities.dll!LoadSourceActors(AWorldPartitionHLOD *) UnrealEditor-WorldPartitionHLODUtilities.dll!FWorldPartitionHLODUtilities::BuildHLOD(AWorldPartitionHLOD * InHLODActor) UnrealEditor-Engine.dll!AWorldPartitionHLOD::BuildHLOD(bool bForceBuild) UnrealEditor-WorldPartitionEditor.dll!FWorldPartitionHLODDetailsCustomization::OnBuildHLOD() [Inline Frame] UnrealEditor-WorldPartitionEditor.dll!Invoke(FReply(FWorldPartitionHLODDetailsCustomization::*)()) [Inline Frame] UnrealEditor-WorldPartitionEditor.dll!UE::Core::Private::Tuple::TTupleBase<TIntegerSequence<unsigned int>>::ApplyAfter(FReply(FWorldPartitionHLODDetailsCustomization::*)() &) UnrealEditor-WorldPartitionEditor.dll!V::TBaseSPMethodDelegateInstance::Execute() [Inline Frame] UnrealEditor-Slate.dll!TDelegate<FReply __cdecl(void),FDefaultDelegateUserPolicy>::Execute() UnrealEditor-Slate.dll!SButton::ExecuteOnClick() UnrealEditor-Slate.dll!SButton::OnMouseButtonUp(const FGeometry & MyGeometry, const FPointerEvent & MouseEvent) [Inline Frame] UnrealEditor-Slate.dll!FSlateApplication::RoutePointerUpEvent::__l8::<lambda_2>::operator()(const FArrangedWidget &)
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-230150 in the post.
2 |
Component | UE - World Creation - Worldbuilding Tools - HLOD |
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Target Fix | 5.7 |
Created | Nov 11, 2024 |
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Updated | Apr 14, 2025 |