Steps to Reproduce
  1. Create a world partition enabled level
  2. Enter Foliage Mode
  3. Assign meshes in palette
  4. Paint in viewport
  5. Enter Select Mode
  6. Select the foliage actor in viewport
  7. Open data layer outliner (Window > World Partition > Data Layer Outliner )
  8. RMB on data layer outliner and select "Add selected actors to New Data Layer"
  9. Save the level
  10. Reopen the level
  11. Enter Foliage mode
  12. Paint or select and move single foliage instance

Attached video [Link Removed] helps to reproduce

Result:

Editor crashes with following error

Assertion failed: !IsValidChecked(ExistingActor) [File:D:\dev\UnrealEngine-5.0.0\Engine\Source\Runtime\Engine\Private\ActorPartition\ActorPartitionSubsystem.cpp] [Line: 277] 

Here is a repro project.  [Link Removed]
it has completed steps up to 9.

Callstack
UnrealEditor-Engine-Win64-Debug.dll!FActorPartitionWorldPartition::GetActor(const FActorPartitionIdentifier & InActorPartitionId, bool bInCreate, const UActorPartitionSubsystem::FCellCoord & InCellCoord, unsigned int InGridSize, bool bInBoundsSearch, TFunctionRef<void __cdecl(APartitionActor *)> InActorCreated) Line 277	C++
UnrealEditor-Engine-Win64-Debug.dll!UActorPartitionSubsystem::GetActor(const TSubclassOf<APartitionActor> & InActorClass, const UActorPartitionSubsystem::FCellCoord & InCellCoords, bool bInCreate, const FGuid & InGuid, unsigned int InGridSize, bool bInBoundsSearch, TFunctionRef<void __cdecl(APartitionActor *)> InActorCreated) Line 417	C++
UnrealEditor-Engine-Win64-Debug.dll!UActorPartitionSubsystem::GetActor(const FActorPartitionGetParams & GetParams) Line 387	C++
UnrealEditor-Foliage-Win64-Debug.dll!AInstancedFoliageActor::Get(UWorld * InWorld, bool bCreateIfNone, ULevel * InLevelHint, const UE::Math::TVector<double> & InLocationHint) Line 3018	C++
UnrealEditor-FoliageEdit-Win64-Debug.dll!SpawnFoliageInstance(UWorld * InWorld, const UFoliageType * Settings, const FFoliageUISettings * UISettings, const TArray<FFoliageInstance,TSizedDefaultAllocator<32>> & PlacedInstances, bool InRebuildFoliageTree) Line 1364	C++
UnrealEditor-FoliageEdit-Win64-Debug.dll!FEdModeFoliage::AddInstancesImp(UWorld * InWorld, const UFoliageType * Settings, const TArray<FDesiredFoliageInstance,TSizedDefaultAllocator<32>> & DesiredInstances, const TArray<int,TSizedDefaultAllocator<32>> & ExistingInstanceBuckets, const float Pressure, TMap<FName,TMap<ULandscapeComponent *,TArray<unsigned char,TSizedDefaultAllocator<32>>,FDefaultSetAllocator,TDefaultMapHashableKeyFuncs<ULandscapeComponent *,TArray<unsigned char,TSizedDefaultAllocator<32>>,0>>,FDefaultSetAllocator,TDefaultMapHashableKeyFuncs<FName,TMap<ULandscapeComponent *,TArray<unsigned char,TSizedDefaultAllocator<32>>,FDefaultSetAllocator,TDefaultMapHashableKeyFuncs<ULandscapeComponent *,TArray<unsigned char,TSizedDefaultAllocator<32>>,0>>,0>> * LandscapeLayerCachesPtr, const FFoliageUISettings * UISettings, const FFoliagePaintingGeometryFilter * OverrideGeometryFilter, bool InRebuildFoliageTree) Line 1494	C++
UnrealEditor-FoliageEdit-Win64-Debug.dll!FEdModeFoliage::AddInstancesForBrush(UWorld * InWorld, const UFoliageType * Settings, const UE::Math::TSphere<double> & BrushSphere, int DesiredInstanceCount, float Pressure) Line 1577	C++
UnrealEditor-FoliageEdit-Win64-Debug.dll!FEdModeFoliage::ApplyBrush(FEditorViewportClient * ViewportClient) Line 2692	C++
UnrealEditor-FoliageEdit-Win64-Debug.dll!FEdModeFoliage::StartFoliageBrushTrace(FEditorViewportClient * ViewportClient, UViewportInteractor * Interactor) Line 815	C++
UnrealEditor-FoliageEdit-Win64-Debug.dll!FEdModeFoliage::InputKey(FEditorViewportClient * ViewportClient, FViewport * Viewport, FKey Key, EInputEvent Event) Line 3642	C++
UnrealEditor-UnrealEd-Win64-Debug.dll!ULegacyEdModeWrapper::InputKey(FEditorViewportClient * ViewportClient, FViewport * Viewport, FKey Key, EInputEvent Event) Line 194	C++
UnrealEditor-UnrealEd-Win64-Debug.dll!FEditorModeTools::InputKey::__l2::<lambda>(UEdMode * Mode) Line 1292	C++
UnrealEditor-UnrealEd-Win64-Debug.dll!UE::Core::Private::Function::TFunctionRefCaller<bool <lambda>(UEdMode *),bool __cdecl(UEdMode *)>::Call(void * Obj, UEdMode * & <Params_0>) Line 540	C++
UnrealEditor-UnrealEd-Win64-Debug.dll!FEditorModeTools::ForEachEdMode(TFunctionRef<bool __cdecl(UEdMode *)> InCalllback) Line 608	C++
UnrealEditor-UnrealEd-Win64-Debug.dll!FEditorModeTools::InputKey(FEditorViewportClient * InViewportClient, FViewport * Viewport, FKey Key, EInputEvent Event, bool bRouteToToolsContext) Line 1287	C++
UnrealEditor-UnrealEd-Win64-Debug.dll!FEditorViewportClient::InputKey(FViewport * InViewport, int ControllerId, FKey Key, EInputEvent Event, float __formal, bool __formal) Line 2821	C++
UnrealEditor-UnrealEd-Win64-Debug.dll!FLevelEditorViewportClient::InputKey(FViewport * InViewport, int ControllerId, FKey Key, EInputEvent Event, float AmountDepressed, bool bGamepad) Line 2881	C++
UnrealEditor-LevelEditor-Win64-Debug.dll!FViewportClient::InputKey(const FInputKeyEventArgs & EventArgs) Line 849	C++
UnrealEditor-Engine-Win64-Debug.dll!FSceneViewport::OnMouseButtonDown(const FGeometry & InGeometry, const FPointerEvent & InMouseEvent) Line 482	C++
UnrealEditor-Slate-Win64-Debug.dll!SViewport::OnMouseButtonDown(const FGeometry & MyGeometry, const FPointerEvent & MouseEvent) Line 241	C++
UnrealEditor-Slate-Win64-Debug.dll!FSlateApplication::RoutePointerDownEvent::__l5::<lambda>(const FArrangedWidget TargetWidget, const FPointerEvent & Event) Line 4845	C++
UnrealEditor-Slate-Win64-Debug.dll!FEventRouter::Route<FReply,FEventRouter::FBubblePolicy,FPointerEvent,FReply <lambda>(const FArrangedWidget, const FPointerEvent &)>(FSlateApplication * ThisApplication, FEventRouter::FBubblePolicy RoutingPolicy, FPointerEvent EventCopy, const FSlateApplication::RoutePointerDownEvent::__l5::FReply <lambda>(const FArrangedWidget, const FPointerEvent &) & Lambda, ESlateDebuggingInputEvent DebuggingInputEvent) Line 405	C++
UnrealEditor-Slate-Win64-Debug.dll!FSlateApplication::RoutePointerDownEvent(const FWidgetPath & WidgetsUnderPointer, const FPointerEvent & PointerEvent) Line 4831	C++
UnrealEditor-Slate-Win64-Debug.dll!FSlateApplication::ProcessMouseButtonDownEvent(const TSharedPtr<FGenericWindow,1> & PlatformWindow, const FPointerEvent & MouseEvent) Line 4779	C++
UnrealEditor-Slate-Win64-Debug.dll!FSlateApplication::OnMouseDown(const TSharedPtr<FGenericWindow,1> & PlatformWindow, const EMouseButtons::Type Button, const UE::Math::TVector2<double> CursorPos) Line 4677	C++
UnrealEditor-ApplicationCore-Win64-Debug.dll!FWindowsApplication::ProcessDeferredMessage(const FDeferredWindowsMessage & DeferredMessage) Line 2218	C++
UnrealEditor-ApplicationCore-Win64-Debug.dll!FWindowsApplication::DeferMessage(TSharedPtr<FWindowsWindow,1> & NativeWindow, HWND__ * InHWnd, unsigned int InMessage, unsigned __int64 InWParam, __int64 InLParam, int MouseX, int MouseY, unsigned int RawInputFlags) Line 2699	C++
UnrealEditor-ApplicationCore-Win64-Debug.dll!FWindowsApplication::ProcessMessage(HWND__ * hwnd, unsigned int msg, unsigned __int64 wParam, __int64 lParam) Line 1080	C++
UnrealEditor-ApplicationCore-Win64-Debug.dll!WindowsApplication_WndProc(HWND__ * hwnd, unsigned int msg, unsigned __int64 wParam, __int64 lParam) Line 910	C++
UnrealEditor-ApplicationCore-Win64-Debug.dll!FWindowsApplication::AppWndProc(HWND__ * hwnd, unsigned int msg, unsigned __int64 wParam, __int64 lParam) Line 916	C++
user32.dll!00007ffb91e5e858()	Unknown
user32.dll!00007ffb91e5e4ee()	Unknown
InkObj.dll!0000022eef6a7e59()	Unknown
atlthunk.dll!00007ffb89131028()	Unknown
user32.dll!00007ffb91e5e858()	Unknown
user32.dll!00007ffb91e5e299()	Unknown
UnrealEditor-ApplicationCore-Win64-Debug.dll!WinPumpMessages() Line 110	C++
UnrealEditor-ApplicationCore-Win64-Debug.dll!FWindowsPlatformApplicationMisc::PumpMessages(bool bFromMainLoop) Line 141	C++
UnrealEditor-Win64-Debug.exe!FEngineLoop::Tick() Line 5139	C++
UnrealEditor-Win64-Debug.exe!EngineTick() Line 63	C++
UnrealEditor-Win64-Debug.exe!GuardedMain(const wchar_t * CmdLine) Line 186	C++
UnrealEditor-Win64-Debug.exe!LaunchWindowsStartup(HINSTANCE__ * hInInstance, HINSTANCE__ * hPrevInstance, char * __formal, int nCmdShow, const wchar_t * CmdLine) Line 272	C++
UnrealEditor-Win64-Debug.exe!WinMain(HINSTANCE__ * hInInstance, HINSTANCE__ * hPrevInstance, char * pCmdLine, int nCmdShow) Line 330	C++
[Inline Frame] UnrealEditor-Win64-Debug.exe!invoke_main() Line 102	C++
UnrealEditor-Win64-Debug.exe!__scrt_common_main_seh() Line 288	C++
kernel32.dll!00007ffb91c87034()	Unknown
ntdll.dll!00007ffb93c62651()	Unknown

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Fixed
Fix Commit24990424
CreatedApr 29, 2022
ResolvedJun 29, 2023
UpdatedJul 28, 2023
View Jira Issue