See addl info URL for a repro project & steps on how to use it.
Essentially, create a level with 2 level instances created from another level. That level should contain an actor with a level instance overridable property. When overriding one of the properties, the level in PIE will run as expected. When the project is re-started, a check is hit in UWorldPartitionLevelStreamingDynamic::FinalizeRuntimeLevel() during PIE.
[Inlined] TObjectPtr::operator!() ObjectPtr.h:720
UWorldPartitionLevelStreamingDynamic::FinalizeRuntimeLevel() WorldPartitionLevelStreamingDynamic.cpp:506
[Inlined] UE::Core::Private::Function::TFunctionRefBase::operator()(bool) Function.h:414
`FWorldPartitionLevelHelper::LoadActorsInternal'::`32'::<lambda_2>::operator()(const FName &,UPackage *,Type) WorldPartitionLevelHelper.cpp:927
[Inlined] Invoke(<lambda_2> &, const FName &, UPackage *&&, EAsyncLoadingResult::Type &&) Invoke.h:47
[Inlined] UE::Core::Private::Tuple::TTupleBase::ApplyAfter(<lambda_2> &, const FName &, UPackage *&&, EAsyncLoadingResult::Type &&) Tuple.h:326
TBaseFunctorDelegateInstance<void __cdecl(FName const &,UPackage *,enum EAsyncLoadingResult::Type),FDefaultDelegateUserPolicy,`FWorldPartitionLevelHelper::LoadActorsInternal'::`32'::<lambda_2> >::ExecuteIfSafe(const FName &,UPackage *,Type) DelegateInstancesImpl.h:919
[Inlined] TDelegate::ExecuteIfBound(const FName &, UPackage *, Type) DelegateSignatureImpl.inl:631
[Inlined] FAsyncLoadingThread2::FCompletedPackageRequest::CallCompletionCallbacks() AsyncLoading2.cpp:4251
FAsyncLoadingThread2::ProcessLoadedPackagesFromGameThread(FAsyncLoadingThreadState2 &, bool &, TArrayView<…>) AsyncLoading2.cpp:10124
FAsyncLoadingThread2::TickAsyncLoadingFromGameThread(FAsyncLoadingThreadState2 &, bool, bool, double, TArrayView<…>, bool &) AsyncLoading2.cpp:10194
FAsyncLoadingThread2::ProcessLoadingFromGameThread(FAsyncLoadingThreadState2 &, bool, bool, double) AsyncLoading2.cpp:11680
FAsyncLoadingThread2::ProcessLoading(bool, bool, double) AsyncLoading2.cpp:4525
ProcessAsyncLoading(bool, bool, double) AsyncPackageLoader.cpp:373
StaticTick(float, bool, float) UObjectGlobals.cpp:844
UEditorEngine::Tick(float, bool) EditorEngine.cpp:1780
UUnrealEdEngine::Tick(float, bool) UnrealEdEngine.cpp:534
FEngineLoop::Tick() LaunchEngineLoop.cpp:5828
[Inlined] EngineTick() Launch.cpp:60
GuardedMain(const wchar_t *) Launch.cpp:192
LaunchWindowsStartup(HINSTANCE__ *, HINSTANCE__ *, char *, int, const wchar_t *) LaunchWindows.cpp:266
WinMain(HINSTANCE__ *, HINSTANCE__ *, char *, int) LaunchWindows.cpp:334
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-369903 in the post.
| 1 |
| Component | UE - World Creation - Worldbuilding Tools |
|---|---|
| Affects Versions | 5.7 |
| Created | Mar 16, 2026 |
|---|---|
| Updated | May 15, 2026 |