Steps to Reproduce
  1. Create a non-WP level.
  2. Place a cube static mesh in the scene
  3. Duplicate 2 or 3 times
  4. Create a Packed Level Actor from the cubes
  5. Create a Level Instance which contains the Packed Level Actor.
  6. Save all.
  7. Duplicate the Level Instance actor a second time (will not crash if only one instance of the actor is present)
  8. Do a Build All Levels from the build menu toolbar
  9. Editor crashes
Callstack
check(GIsReinstancing || Value == nullptr || Value == LevelInstance);

>	UnrealEditor-Engine.dll!ULevelInstanceSubsystem::RegisterLevelInstance(ILevelInstanceInterface * LevelInstance) Line 164	C++
 	UnrealEditor-Engine.dll!FLevelInstanceActorImpl::RegisterLevelInstance() Line 28	C++
 	UnrealEditor-Engine.dll!AActor::IncrementalRegisterComponents(int NumComponentsToRegister, FRegisterComponentContext * Context) Line 5498	C++
 	UnrealEditor-Engine.dll!ULevel::IncrementalRegisterComponents(bool bPreRegisterComponents, int NumComponentsToUpdate, FRegisterComponentContext * Context) Line 1749	C++
 	UnrealEditor-Engine.dll!ULevel::IncrementalUpdateComponents(int NumComponentsToUpdate, bool bRerunConstructionScripts, FRegisterComponentContext * Context) Line 1668	C++
 	UnrealEditor-Engine.dll!UWorld::AddToWorld(ULevel * Level, const UE::Math::TTransform<double> & LevelTransform, bool bConsiderTimeLimit, FNetLevelVisibilityTransactionId TransactionId, ULevelStreaming * InOwningLevelStreaming) Line 3309	C++
 	UnrealEditor-Engine.dll!ULevelStreaming::UpdateStreamingState(bool & bOutUpdateAgain, bool & bOutRedetermineTarget) Line 995	C++
 	[Inline Frame] UnrealEditor-Engine.dll!FStreamingLevelPrivateAccessor::UpdateStreamingState(ULevelStreaming *) Line 776	C++
 	UnrealEditor-Engine.dll!UWorld::UpdateLevelStreaming() Line 4328	C++
 	UnrealEditor-Engine.dll!UWorld::FlushLevelStreaming(EFlushLevelStreamingType FlushType) Line 4594	C++
 	UnrealEditor-Engine.dll!UWorld::RefreshStreamingLevels(const TArray<ULevelStreaming *,TSizedDefaultAllocator<32>> & InLevelsToRefresh) Line 1703	C++
 	UnrealEditor-Engine.dll!UWorld::ReInitWorld() Line 2269	C++
 	UnrealEditor-UnrealEd.dll!FUnrealEdMisc::CB_MapChange(unsigned int InFlags) Line 1227	C++
 	[Inline Frame] UnrealEditor-UnrealEd.dll!Invoke(void(FUnrealEdMisc::*)(unsigned int)) Line 66	C++
 	[Inline Frame] UnrealEditor-UnrealEd.dll!UE::Core::Private::Tuple::TTupleBase<TIntegerSequence<unsigned int>>::ApplyAfter(void(FUnrealEdMisc::*)(unsigned int) &) Line 309	C++
 	UnrealEditor-UnrealEd.dll!TBaseRawMethodDelegateInstance<0,FUnrealEdMisc,void __cdecl(unsigned int),FDefaultDelegateUserPolicy>::ExecuteIfSafe(unsigned int <Params_0>) Line 535	C++
 	[Inline Frame] UnrealEditor-UnrealEd.dll!TMulticastDelegateBase<FDefaultDelegateUserPolicy>::Broadcast(unsigned int) Line 254	C++
 	UnrealEditor-UnrealEd.dll!TMulticastDelegate<void __cdecl(unsigned int),FDefaultDelegateUserPolicy>::Broadcast(unsigned int <Params_0>) Line 956	C++
 	UnrealEditor-UnrealEd.dll!UEditorEngine::RebuildMap(UWorld * InWorld, UEditorEngine::EMapRebuildType RebuildType) Line 1581	C++
 	UnrealEditor-UnrealEd.dll!UEditorEngine::Map_Rebuild(UWorld * InWorld, const wchar_t * Str, FOutputDevice & Ar) Line 1445	C++
 	UnrealEditor-UnrealEd.dll!UEditorEngine::HandleMapCommand(const wchar_t * Str, FOutputDevice & Ar, UWorld * InWorld) Line 6171	C++
 	UnrealEditor-UnrealEd.dll!UEditorEngine::Exec_Editor(UWorld * InWorld, const wchar_t * Stream, FOutputDevice & Ar) Line 5632	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 4759	C++
 	UnrealEditor-UnrealEd.dll!UUnrealEdEngine::Exec(UWorld * InWorld, const wchar_t * Stream, FOutputDevice & Ar) Line 662	C++
 	UnrealEditor-UnrealEd.dll!FBuildAllHandler::ProcessBuild(const TWeakPtr<SBuildProgressWidget,1> & BuildProgressWidget) Line 1386	C++
 	[Inline Frame] UnrealEditor-UnrealEd.dll!FBuildAllHandler::StartBuild(UWorld *) Line 1251	C++
 	UnrealEditor-UnrealEd.dll!FEditorBuildUtils::EditorBuild(UWorld * InWorld, FName Id, const bool bAllowLightingDialog) Line 544	C++
 	UnrealEditor-LevelEditor.dll!FLevelEditorActionCallbacks::Build_Execute() Line 774	C++
 	[Inline Frame] UnrealEditor-LevelEditor.dll!Invoke(void(*)() &) Line 47	C++
 	[Inline Frame] UnrealEditor-LevelEditor.dll!UE::Core::Private::Tuple::TTupleBase<TIntegerSequence<unsigned int>>::ApplyAfter(void(*)() &) Line 309	C++
 	UnrealEditor-LevelEditor.dll!TBaseStaticDelegateInstance<void __cdecl(void),FDefaultDelegateUserPolicy>::ExecuteIfSafe() Line 777	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!FUICommandList::ExecuteAction(const TSharedRef<FUICommandInfo const ,1> InUICommandInfo) Line 117	C++
 	UnrealEditor-Slate.dll!SMenuEntryBlock::OnClicked(bool bCheckBoxClicked) Line 1158	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 309	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_2>::operator()(const FArrangedWidget &) Line 5290	C++
 	UnrealEditor-Slate.dll!FEventRouter::Route<FReply,FEventRouter::FToLeafmostPolicy,FPointerEvent,`FSlateApplication::RoutePointerUpEvent'::`8'::<lambda_2>>(FSlateApplication * ThisApplication, FEventRouter::FToLeafmostPolicy RoutingPolicy, FPointerEvent EventCopy, const FSlateApplication::RoutePointerUpEvent::__l8::<lambda_2> & Lambda, ESlateDebuggingInputEvent DebuggingInputEvent) Line 442	C++
 	UnrealEditor-Slate.dll!FSlateApplication::RoutePointerUpEvent(const FWidgetPath & WidgetsUnderPointer, const FPointerEvent & PointerEvent) Line 5276	C++
 	UnrealEditor-Slate.dll!FSlateApplication::ProcessMouseButtonUpEvent(const FPointerEvent & MouseEvent) Line 5845	C++
 	UnrealEditor-Slate.dll!FSlateApplication::OnMouseUp(const EMouseButtons::Type Button, const UE::Math::TVector2<double> CursorPos) Line 5810	C++
 	UnrealEditor-ApplicationCore.dll!FWindowsApplication::ProcessDeferredMessage(const FDeferredWindowsMessage & DeferredMessage) Line 2236	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 2743	C++
 	UnrealEditor-ApplicationCore.dll!FWindowsApplication::ProcessMessage(HWND__ * hwnd, unsigned int msg, unsigned __int64 wParam, __int64 lParam) Line 1912	C++
 	[Inline Frame] UnrealEditor-ApplicationCore.dll!WindowsApplication_WndProc(HWND__ *) Line 923	C++
 	UnrealEditor-ApplicationCore.dll!FWindowsApplication::AppWndProc(HWND__ * hwnd, unsigned int msg, unsigned __int64 wParam, __int64 lParam) Line 929	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 5830	C++
 	[Inline Frame] UnrealEditor.exe!EngineTick() Line 61	C++
 	UnrealEditor.exe!GuardedMain(const wchar_t * CmdLine) Line 180	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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Fixed
Fix Commit30934245
CreatedJan 24, 2024
ResolvedJan 26, 2024
UpdatedMar 13, 2024