Steps to Reproduce

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.

Callstack

[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

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Backlogged
CreatedMar 16, 2026
UpdatedMay 15, 2026
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