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:
Result: Editor Crashes
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()
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-34740 in the post.