Description

This is a common and longstanding crash that has occurred since at least 4.15.

Originally this was being tracked under UE-27124 due to sharing the same callstack, but that had specific repro steps that have been confirmed fixed for 4.18, while users are still hitting this callstack in 4.18.

Source Context

10650       	if (WorldContext.World()->GetNetMode() == NM_Client)
10651       	{
10652       		WorldContext.LastRemoteURL = URL;
10653       	}
10654       
10655       	// Spawn play actors for all active local players
10656       	if (WorldContext.OwningGameInstance != NULL)
10657       	{
10658       		for(auto It = WorldContext.OwningGameInstance->GetLocalPlayerIterator(); It; ++It)
10659       		{
10660       			FString Error2;
10661       			if(!(*It)->SpawnPlayActor(URL.ToString(1),Error2,WorldContext.World()))
10662       			{
10663 ***** 				UE_LOG(LogEngine, Fatal, TEXT("Couldn't spawn player: %s"), *Error2);
10664       			}
10665       		}
10666       	}
Steps to Reproduce

repro steps currently unknown

Callstack
Assertion failed: NewWorld [File:D:\Build\++UE4+Release-4.18+Compile\Sync\Engine\Source\Runtime\Engine\Private\UnrealEngine.cpp] [Line: 10494]

UE4Editor_Engine!UEngine::LoadMap() unrealengine.cpp:10496 
UE4Editor_Engine!UEngine::Browse() unrealengine.cpp:9948 
UE4Editor_Engine!UEngine::TickWorldTravel() unrealengine.cpp:10137 
UE4Editor_UnrealEd!UEditorEngine::Tick() editorengine.cpp:1605 
UE4Editor_UnrealEd!UUnrealEdEngine::Tick() unrealedengine.cpp:396 
UE4Editor!FEngineLoop::Tick() launchengineloop.cpp:3296 
UE4Editor!GuardedMain() launch.cpp:166 
UE4Editor!GuardedMainWrapper() launchwindows.cpp:134 
UE4Editor!WinMain() launchwindows.cpp:210 
UE4Editor!__scrt_common_main_seh() exe_common.inl:253 
kernel32!BaseThreadInitThunk() 
ntdll!RtlUserThreadStart()

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Unresolved
ComponentGameplay
Affects Versions4.154.164.174.184.194.20
CreatedNov 2, 2017
UpdatedDec 6, 2018