Description

This Jira was created from CrashReports submitted by the public due to the high number of occurrences. Descriptions from users are provided below.

Error message:

Assertion failed: Level->bIsVisible == bShouldBeVisible [Link Removed] [Line: 727]

Source Context:

733       					if (!Level->bIsVisible)
  734       					{
  735       						Level->OwningWorld->AddToWorld(Level);
  736       					}
  737       				}
  738       				else
  739       				{
  740       					Level->OwningWorld->RemoveFromWorld(Level);
  741       				}
  742       				
  743       				// In the Editor we expect this operation will complete in a single call
  744       				check(Level->bIsVisible == bShouldBeVisible);
  745       			}
  746       
  747 ***** 			if (bShouldBeVisible && GEditor->Layers.IsValid())
  748       			{
  749       				GEditor->Layers->AddLevelLayerInformation( Level );
  750       			}
  751       
  752       			// Force the level's layers to be visible, if desired
  753       			FEditorSupportDelegates::RedrawAllViewports.Broadcast();
  754       
  755       			// Iterate over the level's actors, making a list of their layers and unhiding the layers.
  756       			TTransArray<AActor*>& Actors = Level->Actors;
  757       			for ( int32 ActorIndex = 0 ; ActorIndex < Actors.Num() ; ++ActorIndex )
  758       			{
  759       				AActor* Actor = Actors[ ActorIndex ];
  760       				if ( Actor )
  761       				{
  762       					bool bModified = false;

Most recent user affected CL: 3039270

Logs:
[Link Removed]
[Link Removed]
[Link Removed]


CrashReporter User Descriptions:

  • Made a new level set in a forest environment, as soon as I uncheck the level visibility, UE4 crash, simple as that
  • Trying to set up Level Volume Streaming. Turning volume on/off.
Steps to Reproduce
  1. Open the editor
  2. Create and save a new level to be the persistent level
  3. Create and save a sub level
  4. Summon Level Details by clicking the magnifying glass icon in the levels window
  5. Select your sub level from the dropdown
  6. Set Should Be Visible to True
  7. Turn off the sub level's visibility in the Levels window

Result: Editor Crashes

Callstack
UE4Editor_UnrealEd!EditorLevelUtils::SetLevelVisibility() [editorlevelutils.cpp:748]
UE4Editor_WorldBrowser!FLevelModel::SetVisible() [levelmodel.cpp:221]
UE4Editor_WorldBrowser!FLevelCollectionModel::HideLevels() [levelcollectionmodel.cpp:422]
UE4Editor_WorldBrowser!SWorldHierarchyItem::OnToggleVisibility() [sworldhierarchyitem.cpp:246]
UE4Editor_WorldBrowser!TMemberFunctionCaller<SWorldHierarchyItem,FReply() [delegateinstanceinterface_variadics.h:161]
UE4Editor_WorldBrowser!TTupleImpl<TIntegerSequence<unsigned int> >::ApplyAfter_ExplicitReturnType<FReply,TMemberFunctionCaller<SWorldHierarchyItem,FReply() [tuple.h:128]
UE4Editor_WorldBrowser!TBaseSPMethodDelegateInstance<0,SWorldHierarchyItem,0,FReply __cdecl() [delegateinstancesimpl_variadics.inl:321]
UE4Editor_Slate!TBaseDelegate<FReply>::Execute() [delegatesignatureimpl_variadics.inl:521]
UE4Editor_Slate!SButton::OnMouseButtonUp() [sbutton.cpp:275]
UE4Editor_Slate!<lambda_8d0e9a1da76abd0a756a3a9d775f5ed1>::operator() [slateapplication.cpp:4598]
UE4Editor_Slate!FEventRouter::Route<FReply,FEventRouter::FToLeafmostPolicy,FPointerEvent,<lambda_8d0e9a1da76abd0a756a3a9d775f5ed1> >() [slateapplication.cpp:215]
UE4Editor_Slate!FSlateApplication::RoutePointerUpEvent() [slateapplication.cpp:4587]
UE4Editor_Slate!FSlateApplication::ProcessMouseButtonUpEvent() [slateapplication.cpp:5041]
UE4Editor_Slate!FSlateApplication::OnMouseUp() [slateapplication.cpp:5021]
UE4Editor_Core!FWindowsApplication::ProcessDeferredMessage() [windowsapplication.cpp:1510]
UE4Editor_Core!FWindowsApplication::DeferMessage() [windowsapplication.cpp:1850]
UE4Editor_Core!FWindowsApplication::ProcessMessage() [windowsapplication.cpp:745]
UE4Editor_Core!FWindowsApplication::AppWndProc() [windowsapplication.cpp:667]
user32!UserCallWinProcCheckWow()
user32!DispatchMessageWorker()
UE4Editor_Core!FWindowsPlatformMisc::PumpMessages() [windowsplatformmisc.cpp:903]
UE4Editor!FEngineLoop::Tick() [launchengineloop.cpp:2729]
UE4Editor!GuardedMain() [launch.cpp:148]
UE4Editor!GuardedMainWrapper() [launchwindows.cpp:126]
UE4Editor!WinMain() [launchwindows.cpp:200]
UE4Editor!__scrt_common_main_seh() [exe_common.inl:264]
kernel32!BaseThreadInitThunk()
ntdll!RtlUserThreadStart()

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Fixed
ComponentTools
Affects Versions4.12
Target Fix4.14
Fix Commit3176009
Release Commit3176009
CreatedAug 16, 2016
ResolvedOct 27, 2016
UpdatedOct 30, 2017
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