ULevelInstanceSubsystem::OnActorDeleted:
check(!IsEditingLevelInstanceDirty(LevelInstance) && !HasDirtyChildrenLevelInstances(LevelInstance));
UnrealEditor-Engine.dll!ULevelInstanceSubsystem::OnActorDeleted(AActor * Actor) Line 1528 C++ [Inline Frame] UnrealEditor-LevelInstanceEditor.dll!Invoke(void(FLevelInstanceEditorModule::*)(AActor *)) Line 66 C++ [Inline Frame] UnrealEditor-LevelInstanceEditor.dll!UE::Core::Private::Tuple::TTupleBase<TIntegerSequence<unsigned int>>::ApplyAfter(void(FLevelInstanceEditorModule::*)(AActor *) &) Line 311 C++ UnrealEditor-LevelInstanceEditor.dll!TBaseRawMethodDelegateInstance<0,FLevelInstanceEditorModule,void __cdecl(AActor *),FDefaultDelegateUserPolicy>::ExecuteIfSafe(AActor * <Params_0>) Line 535 C++ [Inline Frame] UnrealEditor-Engine.dll!TMulticastDelegateBase<FDefaultDelegateUserPolicy>::Broadcast(AActor *) Line 254 C++ UnrealEditor-Engine.dll!TMulticastDelegate<void __cdecl(AActor *),FDefaultDelegateUserPolicy>::Broadcast(AActor * <Params_0>) Line 956 C++ [Inline Frame] UnrealEditor-Engine.dll!UEngine::BroadcastLevelActorDeleted(AActor *) Line 2057 C++ UnrealEditor-Engine.dll!UWorld::DestroyActor(AActor * ThisActor, bool bNetForce, bool bShouldModifyLevel) Line 997 C++ UnrealEditor-LevelSequence.dll!FLevelSequenceSpawnRegister::DestroySpawnedObject(UObject & Object) Line 41 C++ UnrealEditor-MovieScene.dll!FMovieSceneSpawnRegister::DestroySpawnedObject(const FGuid & BindingId, const FMovieSceneSequenceID & TemplateID, IMovieScenePlayer & Player) Line 89 C++ UnrealEditor-MovieScene.dll!`UE::MovieScene::FSpawnTrackPreAnimatedTokenProducer::CacheExistingState'::`2'::FToken::RestoreState(UObject & Object, const UE::MovieScene::FRestoreStateParams & Params) Line 49 C++ [Inline Frame] UnrealEditor-MovieScene.dll!UE::MovieScene::FPreAnimatedObjectTokenTraits::RestorePreAnimatedValue(const TTuple<FObjectKey,FMovieSceneAnimTypeID> &) Line 39 C++ UnrealEditor-MovieScene.dll!UE::MovieScene::TPreAnimatedStateStorage<UE::MovieScene::FPreAnimatedObjectTokenTraits>::RestorePreAnimatedStateStorage(UE::MovieScene::FPreAnimatedStorageIndex StorageIndex, UE::MovieScene::EPreAnimatedStorageRequirement SourceRequirement, UE::MovieScene::EPreAnimatedStorageRequirement TargetRequirement, const UE::MovieScene::FRestoreStateParams & Params) Line 224 C++ UnrealEditor-MovieScene.dll!UE::MovieScene::FPreAnimatedStateExtension::RestoreGlobalState(const UE::MovieScene::FRestoreStateParams & Params) Line 364 C++ UnrealEditor-MovieScene.dll!FMovieScenePreAnimatedState::RestorePreAnimatedState() Line 136 C++ [Inline Frame] UnrealEditor-Sequencer.dll!IMovieScenePlayer::RestorePreAnimatedState() Line 330 C++ UnrealEditor-Sequencer.dll!FLevelEditorSequencerIntegration::RestoreToSavedState::__l2::<lambda_1>::operator()(FSequencer & In, const FLevelEditorSequencerIntegrationOptions & Options) Line 1207 C++ [Inline Frame] UnrealEditor-Sequencer.dll!UE::Core::Private::Function::TFunctionRefBase<UE::Core::Private::Function::FFunctionRefStoragePolicy,void __cdecl(FSequencer &,FLevelEditorSequencerIntegrationOptions const &)>::operator()(FSequencer &) Line 629 C++ UnrealEditor-Sequencer.dll!FLevelEditorSequencerIntegration::IterateAllSequencers(TFunctionRef<void __cdecl(FSequencer &,FLevelEditorSequencerIntegrationOptions const &)> It) Line 186 C++ UnrealEditor-Sequencer.dll!FLevelEditorSequencerIntegration::RestoreToSavedState(UWorld * World) Line 1211 C++ [Inline Frame] UnrealEditor-Sequencer.dll!Invoke(void(FLevelEditorSequencerIntegration::*)(UWorld *, FObjectPreSaveContext)) Line 66 C++ [Inline Frame] UnrealEditor-Sequencer.dll!UE::Core::Private::Tuple::TTupleBase<TIntegerSequence<unsigned int>>::ApplyAfter(void(FLevelEditorSequencerIntegration::*)(UWorld *, FObjectPreSaveContext) &) Line 311 C++ UnrealEditor-Sequencer.dll!TBaseRawMethodDelegateInstance<0,FLevelEditorSequencerIntegration,void __cdecl(UWorld *,FObjectPreSaveContext),FDefaultDelegateUserPolicy>::ExecuteIfSafe(UWorld * <Params_0>, FObjectPreSaveContext <Params_1>) Line 535 C++ [Inline Frame] UnrealEditor-UnrealEd.dll!TMulticastDelegateBase<FDefaultDelegateUserPolicy>::Broadcast(UWorld *) Line 254 C++ [Inline Frame] UnrealEditor-UnrealEd.dll!TMulticastDelegate<void __cdecl(UWorld *,FObjectPreSaveContext),FDefaultDelegateUserPolicy>::Broadcast(UWorld *) Line 956 C++ UnrealEditor-UnrealEd.dll!UEditorEngine::OnPreSaveWorld(UWorld * World, FObjectPreSaveContext ObjectSaveContext) Line 4739 C++ UnrealEditor-UnrealEd.dll!UEditorEngine::Save(UPackage * InOuter, UObject * InAsset, const wchar_t * Filename, const FSavePackageArgs & InSaveArgs) Line 4636 C++ UnrealEditor-UnrealEd.dll!UEditorEngine::SavePackage(UPackage * InOuter, UObject * InAsset, const wchar_t * Filename, const FSavePackageArgs & SaveArgs) Line 4719 C++ UnrealEditor-UnrealEd.dll!UEditorEngine::Exec_Obj(const wchar_t * Str, FOutputDevice & Ar) Line 4616 C++ UnrealEditor-UnrealEd.dll!UEditorEngine::Exec_Editor(UWorld * InWorld, const wchar_t * Stream, FOutputDevice & Ar) Line 5687 C++ UnrealEditor-Core.dll!FExec::Exec(UWorld * InWorld, const wchar_t * Cmd, FOutputDevice & Ar) Line 18 C++ UnrealEditor-Engine.dll!UEngine::Exec(UWorld * InWorld, const wchar_t * Cmd, FOutputDevice & Ar) Line 4726 C++ UnrealEditor-UnrealEd.dll!UUnrealEdEngine::Exec(UWorld * InWorld, const wchar_t * Stream, FOutputDevice & Ar) Line 662 C++ UnrealEditor-UnrealEd.dll!SaveWorld(UWorld * World, const FString * ForceFilename, const wchar_t * OverridePath, const wchar_t * FilenamePrefix, bool bRenamePackageToFile, bool bCheckDirty, FString & FinalFilename, bool bAutosaving, bool bPIESaving) Line 906 C++ UnrealEditor-UnrealEd.dll!FEditorFileUtils::SaveMap(UWorld * InWorld, const FString & Filename) Line 2998 C++ UnrealEditor-UnrealEd.dll!InternalSavePackage(UPackage * PackageToSave, bool bUseDialog, bool & bOutPackageLocallyWritable, FOutputDevice & SaveOutput) Line 3522 C++ UnrealEditor-UnrealEd.dll!InternalPromptForCheckoutAndSave(const TArray<UPackage *,TSizedDefaultAllocator<32>> & FinalSaveList, bool bUseDialog, TArray<UPackage *,TSizedDefaultAllocator<32>> & OutFailedPackages) Line 4174 C++ UnrealEditor-UnrealEd.dll!FEditorFileUtils::PromptForCheckoutAndSave(const TArray<UPackage *,TSizedDefaultAllocator<32>> & InPackages, FEditorFileUtils::FPromptForCheckoutAndSaveParams & InOutParams) Line 4551 C++ UnrealEditor-UnrealEd.dll!InternalSavePackages(const TArray<UPackage *,TSizedDefaultAllocator<32>> & PackagesToSave, bool bPromptUserToSave, bool bFastSave, bool bCanBeDeclined, bool bCheckDirty) Line 3808 C++ UnrealEditor-UnrealEd.dll!FEditorFileUtils::SaveDirtyPackages(const bool bPromptUserToSave, const bool bSaveMapPackages, const bool bSaveContentPackages, const bool bFastSave, const bool bNotifyNoPackagesSaved, const bool bCanBeDeclined, bool * bOutPackagesNeededSaving, const TFunctionRef<bool __cdecl(UPackage *)> & ShouldIgnorePackageFunction) Line 3952 C++ UnrealEditor-Engine.dll!ULevelInstanceSubsystem::CommitLevelInstanceInternal(TUniquePtr<ULevelInstanceSubsystem::FLevelInstanceEdit,TDefaultDelete<ULevelInstanceSubsystem::FLevelInstanceEdit>> & InLevelInstanceEdit, bool bDiscardEdits, bool bDiscardOnFailure, TSet<FName,DefaultKeyFuncs<FName,0>,FDefaultSetAllocator> * DirtyPackages) Line 2022 C++ UnrealEditor-Engine.dll!ULevelInstanceSubsystem::CommitLevelInstance(ILevelInstanceInterface * LevelInstance, bool bDiscardEdits, TSet<FName,DefaultKeyFuncs<FName,0>,FDefaultSetAllocator> * DirtyPackages) Line 1969 C++ [Inline Frame] UnrealEditor-LevelInstanceEditor.dll!LevelInstanceMenuUtils::CreateCommitDiscardMenu::__l17::<lambda_1>::operator()(const FToolMenuContext &) Line 190 C++ [Inline Frame] UnrealEditor-LevelInstanceEditor.dll!Invoke(LevelInstanceMenuUtils::CreateCommitDiscardMenu::__l17::<lambda_1> &) Line 47 C++ [Inline Frame] UnrealEditor-LevelInstanceEditor.dll!UE::Core::Private::Tuple::TTupleBase<TIntegerSequence<unsigned int>>::ApplyAfter(LevelInstanceMenuUtils::CreateCommitDiscardMenu::__l17::<lambda_1> &) Line 311 C++ UnrealEditor-LevelInstanceEditor.dll!TBaseFunctorDelegateInstance<void __cdecl(FToolMenuContext const &),FDefaultDelegateUserPolicy,`LevelInstanceMenuUtils::CreateCommitDiscardMenu'::`17'::<lambda_1>>::ExecuteIfSafe(const FToolMenuContext & <Params_0>) Line 870 C++ [Inline Frame] UnrealEditor-ToolMenus.dll!TDelegate<void __cdecl(FToolMenuContext const &),FDefaultDelegateUserPolicy>::ExecuteIfBound(const FToolMenuContext &) Line 570 C++ UnrealEditor-ToolMenus.dll!UToolMenus::ConvertUIAction::__l5::<lambda_1>::operator()() Line 1574 C++ [Inline Frame] UnrealEditor-ToolMenus.dll!Invoke(UToolMenus::ConvertUIAction::__l5::<lambda_1> &) Line 47 C++ [Inline Frame] UnrealEditor-ToolMenus.dll!UE::Core::Private::Tuple::TTupleBase<TIntegerSequence<unsigned int>>::ApplyAfter(UToolMenus::ConvertUIAction::__l5::<lambda_1> &) Line 311 C++ UnrealEditor-ToolMenus.dll!TBaseFunctorDelegateInstance<void __cdecl(void),FDefaultDelegateUserPolicy,`UToolMenus::ConvertUIAction'::`5'::<lambda_1>>::ExecuteIfSafe() Line 870 C++ UnrealEditor-Slate.dll!TDelegate<void __cdecl(void),FDefaultDelegateUserPolicy>::ExecuteIfBound<void,0>() Line 570 C++ [Inline Frame] UnrealEditor-Slate.dll!FUIAction::Execute() Line 139 C++ UnrealEditor-Slate.dll!SMenuEntryBlock::OnClicked(bool bCheckBoxClicked) Line 1167 C++ UnrealEditor-Slate.dll!SMenuEntryBlock::OnMenuItemButtonClicked() Line 1118 C++ [Inline Frame] UnrealEditor-Slate.dll!Invoke(FReply(SMenuEntryBlock::*)()) Line 66 C++ [Inline Frame] UnrealEditor-Slate.dll!UE::Core::Private::Tuple::TTupleBase<TIntegerSequence<unsigned int>>::ApplyAfter(FReply(SMenuEntryBlock::*)() &) Line 311 C++ UnrealEditor-Slate.dll!TBaseSPMethodDelegateInstance<0,SMenuEntryBlock,1,FReply __cdecl(void),FDefaultDelegateUserPolicy>::Execute() Line 281 C++ UnrealEditor-Slate.dll!TDelegate<FReply __cdecl(void),FDefaultDelegateUserPolicy>::Execute() Line 549 C++ UnrealEditor-Slate.dll!SButton::ExecuteOnClick() Line 465 C++ UnrealEditor-Slate.dll!SButton::OnMouseButtonUp(const FGeometry & MyGeometry, const FPointerEvent & MouseEvent) Line 390 C++ UnrealEditor-Slate.dll!SMenuEntryButton::OnMouseButtonUp(const FGeometry & MyGeometry, const FPointerEvent & MouseEvent) Line 434 C++ [Inline Frame] UnrealEditor-Slate.dll!FSlateApplication::RoutePointerUpEvent::__l8::<lambda_3>::operator()(const FArrangedWidget &) Line 5221 C++ UnrealEditor-Slate.dll!FEventRouter::Route<FReply,FEventRouter::FToLeafmostPolicy,FPointerEvent,`FSlateApplication::RoutePointerUpEvent'::`8'::<lambda_3>>(FSlateApplication * ThisApplication, FEventRouter::FToLeafmostPolicy RoutingPolicy, FPointerEvent EventCopy, const FSlateApplication::RoutePointerUpEvent::__l8::<lambda_3> & Lambda, ESlateDebuggingInputEvent DebuggingInputEvent) Line 442 C++ UnrealEditor-Slate.dll!FSlateApplication::RoutePointerUpEvent(const FWidgetPath & WidgetsUnderPointer, const FPointerEvent & PointerEvent) Line 5207 C++ UnrealEditor-Slate.dll!FSlateApplication::ProcessMouseButtonUpEvent(const FPointerEvent & MouseEvent) Line 5776 C++ UnrealEditor-Slate.dll!FSlateApplication::OnMouseUp(const EMouseButtons::Type Button, const UE::Math::TVector2<double> CursorPos) Line 5741 C++ UnrealEditor-ApplicationCore.dll!FWindowsApplication::ProcessDeferredMessage(const FDeferredWindowsMessage & DeferredMessage) Line 2231 C++ UnrealEditor-ApplicationCore.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 2738 C++ UnrealEditor-ApplicationCore.dll!FWindowsApplication::ProcessMessage(HWND__ * hwnd, unsigned int msg, unsigned __int64 wParam, __int64 lParam) Line 1099 C++ [Inline Frame] UnrealEditor-ApplicationCore.dll!WindowsApplication_WndProc(HWND__ *) Line 931 C++ UnrealEditor-ApplicationCore.dll!FWindowsApplication::AppWndProc(HWND__ * hwnd, unsigned int msg, unsigned __int64 wParam, __int64 lParam) Line 937 C++ user32.dll!UserCallWinProcCheckWow() Unknown user32.dll!DispatchMessageWorker() Unknown [Inline Frame] UnrealEditor-ApplicationCore.dll!WinPumpMessages() Line 116 C++ UnrealEditor-ApplicationCore.dll!FWindowsPlatformApplicationMisc::PumpMessages(bool bFromMainLoop) Line 145 C++ UnrealEditor.exe!FEngineLoop::Tick() Line 5746 C++ [Inline Frame] UnrealEditor.exe!EngineTick() Line 61 C++ UnrealEditor.exe!GuardedMain(const wchar_t * CmdLine) Line 188 C++ UnrealEditor.exe!LaunchWindowsStartup(HINSTANCE__ * hInInstance, HINSTANCE__ * hPrevInstance, char * __formal, int nCmdShow, const wchar_t * CmdLine) Line 247 C++ UnrealEditor.exe!WinMain(HINSTANCE__ * hInInstance, HINSTANCE__ * hPrevInstance, char * pCmdLine, int nCmdShow) Line 298 C++ [Inline Frame] UnrealEditor.exe!invoke_main() Line 102 C++ UnrealEditor.exe!__scrt_common_main_seh() Line 288 C++ kernel32.dll!BaseThreadInitThunk() Unknown ntdll.dll!RtlUserThreadStart() Unknown
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There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-193463 in the post.
0 |
Component | UE - World Creation - Worldbuilding Tools - Level Instances |
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Target Fix | 5.6 |
Created | Aug 21, 2023 |
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Updated | Oct 11, 2024 |