Running the MAP REBUILD ALLVISIBLE editor command when the current map contains hidden sublevels causes a crash upon changing maps. The issue seems to be related to hidden sublevels being cleared in UWorld::ReInitWorld() without being re-added, leaving dangling references.
Crash has been reproduced in UE 5.5, 5.6 and Main at CL 45195475.
Licensee suggested a workaround by capturing hidden levels before InitWorld() and restoring them afterwards, which prevents the crash. Workaround tested in Main CL 45195475.
1. Open the provided repro project.
2. Run the editor command MAP REBUILD ALLVISIBLE
3. Open LevelB.
Expected result: Map transitions without crashing.
Actual result: Editor crashes when changing levels after running the command.
Main CL 45195475 callstack:
> UnrealEditor-Core-Win64-Debug.dll!UE::Logging::Private::BasicFatalLogV(const UE::Logging::Private::FStaticBasicLogRecord & Log, void * ProgramCounter, char * Args) Line 1707 C++
UnrealEditor-Core-Win64-Debug.dll!UE::Logging::Private::BasicFatalLog(const UE::Logging::Private::FStaticBasicLogRecord & Log, const FLogCategoryBase * Category, ...) Line 1718 C++
UnrealEditor-UnrealEd-Win64-Debug.dll!UEditorEngine::CheckForWorldGCLeaks(UWorld * NewWorld, UPackage * WorldPackage) Line 1935 C++
UnrealEditor-UnrealEd-Win64-Debug.dll!UEditorEngine::EditorDestroyWorld(FWorldContext & Context, const FText & CleanseText, UWorld * NewWorld) Line 2068 C++
UnrealEditor-UnrealEd-Win64-Debug.dll!UEditorEngine::Map_Load(const wchar_t * Str, FOutputDevice & Ar) Line 2455 C++
UnrealEditor-UnrealEd-Win64-Debug.dll!UEditorEngine::HandleMapCommand(const wchar_t * Str, FOutputDevice & Ar, UWorld * InWorld) Line 6162 C++
UnrealEditor-UnrealEd-Win64-Debug.dll!UEditorEngine::Exec_Editor(UWorld * InWorld, const wchar_t * Stream, FOutputDevice & Ar) Line 5679 C++
UnrealEditor-Core-Win64-Debug.dll!FExec::Exec(UWorld * InWorld, const wchar_t * Cmd, FOutputDevice & Ar) Line 18 C++
UnrealEditor-Engine-Win64-Debug.dll!UEngine::Exec(UWorld * InWorld, const wchar_t * Cmd, FOutputDevice & Ar) Line 5183 C++
UnrealEditor-UnrealEd-Win64-Debug.dll!UUnrealEdEngine::Exec(UWorld * InWorld, const wchar_t * Stream, FOutputDevice & Ar) Line 662 C++
UnrealEditor-UnrealEd-Win64-Debug.dll!FEditorFileUtils::LoadMap(const FString & InFilename, bool LoadAsTemplate, const bool bShowProgress) Line 3305 C++
UnrealEditor-EngineAssetDefinitions-Win64-Debug.dll!UAssetDefinition_World::OpenAssets(const FAssetOpenArgs & OpenArgs) Line 71 C++
UnrealEditor-AssetTools-Win64-Debug.dll!FAssetDefinitionProxy::OpenAssetEditor(const TArray<UObject *,TSizedDefaultAllocator<32>> & InObjects, const EAssetTypeActivationOpenedMethod OpenedMethod, TSharedPtr<IToolkitHost,1> EditWithinLevelEditor) Line 260 C++
UnrealEditor-UnrealEd-Win64-Debug.dll!UAssetEditorSubsystem::OpenEditorForAsset(UObject * Asset, const EToolkitMode::Type ToolkitMode, TSharedPtr<IToolkitHost,1> OpenedFromLevelEditor, const bool bShowProgressWindow, EAssetTypeActivationOpenedMethod OpenedMethod) Line 586 C++
UnrealEditor-UnrealEd-Win64-Debug.dll!UAssetEditorSubsystem::OpenEditorForAssets_Advanced(const TArray<UObject *,TSizedDefaultAllocator<32>> & InAssets, const EToolkitMode::Type ToolkitMode, TSharedPtr<IToolkitHost,1> OpenedFromLevelEditor, const EAssetTypeActivationOpenedMethod OpenedMethod) Line 655 C++
UnrealEditor-UnrealEd-Win64-Debug.dll!UAssetEditorSubsystem::OpenEditorForAssets(const TArray<UObject *,TSizedDefaultAllocator<32>> & Assets, const EAssetTypeActivationOpenedMethod OpenedMethod) Line 780 C++
UnrealEditor-ContentBrowserAssetDataSource-Win64-Debug.dll!ContentBrowserAssetData::EditOrPreviewAssetFileItems(TArrayView<TSharedRef<FContentBrowserAssetFileItemDataPayload const ,1> const ,int> InAssetPayloads, EAssetTypeActivationMethod::Type ActivationMethod, const EAssetTypeActivationOpenedMethod OpenedMethod) Line 429 C++
UnrealEditor-ContentBrowserAssetDataSource-Win64-Debug.dll!ContentBrowserAssetData::EditOrPreviewItems(IAssetTools * InAssetTools, const UContentBrowserDataSource * InOwnerDataSource, TArrayView<FContentBrowserItemData const ,int> InItems, EAssetTypeActivationMethod::Type ActivationMethod, EAssetTypeActivationOpenedMethod OpenedMethod) Line 474 C++
UnrealEditor-ContentBrowserAssetDataSource-Win64-Debug.dll!ContentBrowserAssetData::EditItems(IAssetTools * InAssetTools, const UContentBrowserDataSource * InOwnerDataSource, TArrayView<FContentBrowserItemData const ,int> InItems) Line 482 C++
UnrealEditor-ContentBrowserAssetDataSource-Win64-Debug.dll!UContentBrowserAssetDataSource::BulkEditItems(TArrayView<FContentBrowserItemData const ,int> InItems) Line 2758 C++
UnrealEditor-ContentBrowser-Win64-Debug.dll!SContentBrowser::OnItemsActivated(TArrayView<FContentBrowserItem const ,int> ActivatedItems, EAssetTypeActivationMethod::Type ActivationMethod) Line 3219 C++
[External Code]
UnrealEditor-ContentBrowser-Win64-Debug.dll!SAssetView::OnListMouseButtonDoubleClick(TSharedPtr<FAssetViewItem,1> AssetItem) Line 5585 C++
[External Code]
UnrealEditor-ContentBrowser-Win64-Debug.dll!SListView<TSharedPtr<FAssetViewItem,1>>::Private_OnItemDoubleClicked(TSharedPtr<FAssetViewItem,1> TheItem) Line 1165 C++
UnrealEditor-ContentBrowser-Win64-Debug.dll!STableRow<TSharedPtr<FAssetViewItem,1>>::OnMouseButtonDoubleClick(const FGeometry & InMyGeometry, const FPointerEvent & InMouseEvent) Line 437 C++
UnrealEditor-Slate-Win64-Debug.dll!FSlateApplication::RoutePointerDoubleClickEvent::__l2::<lambda_1>::operator()(const FArrangedWidget & TargetWidget, const FPointerEvent & Event) Line 5958 C++
UnrealEditor-Slate-Win64-Debug.dll!FEventRouter::Route<FReply,FEventRouter::FBubblePolicy,FPointerEvent,`FSlateApplication::RoutePointerDoubleClickEvent'::`2'::<lambda_1>>(FSlateApplication * ThisApplication, FEventRouter::FBubblePolicy RoutingPolicy, FPointerEvent EventCopy, const FSlateApplication::RoutePointerDoubleClickEvent::__l2::<lambda_1> & Lambda, ESlateDebuggingInputEvent DebuggingInputEvent) Line 459 C++
UnrealEditor-Slate-Win64-Debug.dll!FSlateApplication::RoutePointerDoubleClickEvent(const FWidgetPath & WidgetsUnderPointer, const FPointerEvent & PointerEvent) Line 5956 C++
UnrealEditor-Slate-Win64-Debug.dll!FSlateApplication::ProcessMouseButtonDoubleClickEvent(const TSharedPtr<FGenericWindow,1> & PlatformWindow, const FPointerEvent & InMouseEvent) Line 5941 C++
UnrealEditor-Slate-Win64-Debug.dll!FSlateApplication::OnMouseDoubleClick(const TSharedPtr<FGenericWindow,1> & PlatformWindow, const EMouseButtons::Type Button, const UE::Math::TVector2<double> CursorPos) Line 5904 C++
UnrealEditor-ApplicationCore-Win64-Debug.dll!FWindowsApplication::ProcessDeferredMessage(const FDeferredWindowsMessage & DeferredMessage) Line 3378 C++
UnrealEditor-ApplicationCore-Win64-Debug.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 3903 C++
UnrealEditor-ApplicationCore-Win64-Debug.dll!FWindowsApplication::ProcessMessage(HWND__ * hwnd, unsigned int msg, unsigned __int64 wParam, __int64 lParam) Line 2313 C++
UnrealEditor-ApplicationCore-Win64-Debug.dll!WindowsApplication_WndProc(HWND__ * hwnd, unsigned int msg, unsigned __int64 wParam, __int64 lParam) Line 2128 C++
UnrealEditor-ApplicationCore-Win64-Debug.dll!FWindowsApplication::AppWndProc(HWND__ * hwnd, unsigned int msg, unsigned __int64 wParam, __int64 lParam) Line 2134 C++
[External Code]
UnrealEditor-ApplicationCore-Win64-Debug.dll!WinPumpMessages() Line 118 C++
UnrealEditor-ApplicationCore-Win64-Debug.dll!FWindowsPlatformApplicationMisc::PumpMessages(bool bFromMainLoop) Line 147 C++
UnrealEditor-Win64-Debug.exe!FEngineLoop::Tick() Line 5701 C++
UnrealEditor-Win64-Debug.exe!EngineTick() Line 61 C++
UnrealEditor-Win64-Debug.exe!GuardedMain(const wchar_t * CmdLine) Line 190 C++
UnrealEditor-Win64-Debug.exe!LaunchWindowsStartup(HINSTANCE__ * hInInstance, HINSTANCE__ * hPrevInstance, char * __formal, int nCmdShow, const wchar_t * CmdLine) Line 266 C++
UnrealEditor-Win64-Debug.exe!WinMain(HINSTANCE__ * hInInstance, HINSTANCE__ * hPrevInstance, char * pCmdLine, int nCmdShow) Line 334 C++
[External Code]
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-316382 in the post.
0 |
Component | UE - World Creation - Worldbuilding Tools |
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Affects Versions | 5.5, 5.6, 5.7 |
Target Fix | 5.7 |
Created | Sep 1, 2025 |
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Updated | Sep 11, 2025 |