Description

This is not a regression. Tested in //UE5/Release-5.1 CL23901901

Editor crashes with an assertion after interaction with an Instance Static Mesh component that is in a locked level. This doesn't affect World partition enable maps as they can't access the Levels Menu.

Steps to Reproduce
  1. Create or open any project
  2. Create a new Basic Level
  3. Create a new Blueprint Actor
  4. Add an Instanced Static Mesh component to the Actor Blueprint
  5. In the Details Panel of the ISM Component set the Static Mesh to a Cube or other easily identifiable mesh
  6. In the Details Panel under Instances add an instance
  7. Compile, save, and close the Blueprint Actor
  8. Place the Actor in the level
  9. Select Windows > Levels
  10. In the Level menu select the lock icon to the right of Persistent Level
  11. In the Viewport select the Instanced Static Mesh of the Blueprint Actor

Expected Results:
No selection is made.

Actual Results:
The Editor crashes with an Assertion

Callstack
Assertion failed: bIsTemplate || !bLevelLocked [File:D:\build\++UE5\Sync\Engine\Source\Editor\UnrealEd\Private\EditorSelectUtils.cpp] [Line: 339]

UnrealEditor_UnrealEd!<lambda_9cccf36a28c09534f6fd7b9dc0ae7046>::operator()() [D:\build\++UE5\Sync\Engine\Source\Editor\UnrealEd\Private\EditorSelectUtils.cpp:339]
UnrealEditor_UnrealEd!TTypedElementList<FTypedElementHandle>::ForEachElement<ITypedElementWorldInterface>() [D:\build\++UE5\Sync\Engine\Source\Runtime\TypedElementFramework\Public\Elements\Framework\TypedElementList.h:288]
UnrealEditor_UnrealEd!UUnrealEdEngine::UpdatePivotLocationForSelection() [D:\build\++UE5\Sync\Engine\Source\Editor\UnrealEd\Private\EditorSelectUtils.cpp:347]
UnrealEditor_UnrealEd!UUnrealEdEngine::NoteSelectionChange() [D:\build\++UE5\Sync\Engine\Source\Editor\UnrealEd\Private\EditorSelectUtils.cpp:397]
UnrealEditor_UnrealEd!TBaseUObjectMethodDelegateInstance<0,UUnrealEdEngine,void __cdecl(UTypedElementSelectionSet const *),FDefaultDelegateUserPolicy>::ExecuteIfSafe() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Public\Delegates\DelegateInstancesImpl.h:618]
UnrealEditor_TypedElementRuntime!TMulticastDelegate<void __cdecl(UTypedElementSelectionSet const *),FDefaultDelegateUserPolicy>::Broadcast() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Public\Delegates\DelegateSignatureImpl.inl:975]
UnrealEditor_TypedElementRuntime!UTypedElementSelectionSet::OnElementListChanged() [D:\build\++UE5\Sync\Engine\Source\Runtime\TypedElementRuntime\Private\Elements\Framework\TypedElementSelectionSet.cpp:576]
UnrealEditor_TypedElementRuntime!TBaseUObjectMethodDelegateInstance<0,UTypedElementSelectionSet,void __cdecl(TTypedElementList<FTypedElementHandle> const &),FDefaultDelegateUserPolicy>::ExecuteIfSafe() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Public\Delegates\DelegateInstancesImpl.h:618]
UnrealEditor_TypedElementFramework!TMulticastDelegate<void __cdecl(TTypedElementList<FTypedElementHandle> const &),FDefaultDelegateUserPolicy>::Broadcast() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Public\Delegates\DelegateSignatureImpl.inl:975]
UnrealEditor_TypedElementFramework!TTypedElementList<FTypedElementHandle>::NotifyPendingChanges() [D:\build\++UE5\Sync\Engine\Source\Runtime\TypedElementFramework\Private\Elements\Framework\TypedElementList.cpp:427]
UnrealEditor_UnrealEd!LevelViewportClickHandlers::ClickElement() [D:\build\++UE5\Sync\Engine\Source\Editor\UnrealEd\Private\LevelViewportClickHandlers.cpp:195]
UnrealEditor_UnrealEd!FLevelEditorViewportClient::ProcessClick() [D:\build\++UE5\Sync\Engine\Source\Editor\UnrealEd\Private\LevelEditorViewport.cpp:2369]
UnrealEditor_UnrealEd!FEditorViewportClient::ProcessClickInViewport() [D:\build\++UE5\Sync\Engine\Source\Editor\UnrealEd\Private\EditorViewportClient.cpp:3178]
UnrealEditor_UnrealEd!FEditorViewportClient::Internal_InputKey() [D:\build\++UE5\Sync\Engine\Source\Editor\UnrealEd\Private\EditorViewportClient.cpp:2964]
UnrealEditor_UnrealEd!FLevelEditorViewportClient::InputKey() [D:\build\++UE5\Sync\Engine\Source\Editor\UnrealEd\Private\LevelEditorViewport.cpp:3041]
UnrealEditor_Engine!FSceneViewport::OnMouseButtonUp() [D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\Slate\SceneViewport.cpp:643]
UnrealEditor_Slate!SViewport::OnMouseButtonUp() [D:\build\++UE5\Sync\Engine\Source\Runtime\Slate\Private\Widgets\SViewport.cpp:246]
UnrealEditor_Slate!<lambda_51e270ca99ea7ce852539efd04dd453f>::operator()() [D:\build\++UE5\Sync\Engine\Source\Runtime\Slate\Private\Framework\Application\SlateApplication.cpp:5046]
UnrealEditor_Slate!FEventRouter::Route<FReply,FEventRouter::FToLeafmostPolicy,FPointerEvent,<lambda_51e270ca99ea7ce852539efd04dd453f> >() [D:\build\++UE5\Sync\Engine\Source\Runtime\Slate\Private\Framework\Application\SlateApplication.cpp:412]
UnrealEditor_Slate!FSlateApplication::RoutePointerUpEvent() [D:\build\++UE5\Sync\Engine\Source\Runtime\Slate\Private\Framework\Application\SlateApplication.cpp:5032]
UnrealEditor_Slate!FSlateApplication::ProcessMouseButtonUpEvent() [D:\build\++UE5\Sync\Engine\Source\Runtime\Slate\Private\Framework\Application\SlateApplication.cpp:5601]
UnrealEditor_Slate!FSlateApplication::OnMouseUp() [D:\build\++UE5\Sync\Engine\Source\Runtime\Slate\Private\Framework\Application\SlateApplication.cpp:5566]
UnrealEditor_ApplicationCore!FWindowsApplication::ProcessDeferredMessage() [D:\build\++UE5\Sync\Engine\Source\Runtime\ApplicationCore\Private\Windows\WindowsApplication.cpp:2219]
UnrealEditor_ApplicationCore!FWindowsApplication::DeferMessage() [D:\build\++UE5\Sync\Engine\Source\Runtime\ApplicationCore\Private\Windows\WindowsApplication.cpp:2726]
UnrealEditor_ApplicationCore!FWindowsApplication::ProcessMessage() [D:\build\++UE5\Sync\Engine\Source\Runtime\ApplicationCore\Private\Windows\WindowsApplication.cpp:1895]
UnrealEditor_ApplicationCore!FWindowsApplication::AppWndProc() [D:\build\++UE5\Sync\Engine\Source\Runtime\ApplicationCore\Private\Windows\WindowsApplication.cpp:925]
user32
user32
InkObj
atlthunk
user32
user32
UnrealEditor_ApplicationCore!FWindowsPlatformApplicationMisc::PumpMessages() [D:\build\++UE5\Sync\Engine\Source\Runtime\ApplicationCore\Private\Windows\WindowsPlatformApplicationMisc.cpp:142]
UnrealEditor!FEngineLoop::Tick() [D:\build\++UE5\Sync\Engine\Source\Runtime\Launch\Private\LaunchEngineLoop.cpp:5293]
UnrealEditor!GuardedMain() [D:\build\++UE5\Sync\Engine\Source\Runtime\Launch\Private\Launch.cpp:202]
UnrealEditor!GuardedMainWrapper() [D:\build\++UE5\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:107]
UnrealEditor!LaunchWindowsStartup() [D:\build\++UE5\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:244]
UnrealEditor!WinMain() [D:\build\++UE5\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:282]
UnrealEditor!__scrt_common_main_seh() [D:\a\_work\1\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl:288]
kernel32
ntdll

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Fixed
ComponentUE - Editor - Workflow Systems
Affects Versions5.1.15.2
Target Fix5.4
Fix Commit25689444
Main Commit26000790
CreatedMar 30, 2023
ResolvedMay 30, 2023
UpdatedJan 20, 2024