Steps to Reproduce

  1. Open up QAGame, and just load into the default map for QAGame

  2. Make a Cube and Right click, Convert to Packed Level Actor

  3. Open the blueprint for the Converted Packed Level Actor, and make a timeline with a "Hello world" print connected to the update pin

  4. Connect the timeline's PlayFromStart pin to the Begin Play Event

  5. Compile and Save the blueprint

  6. Right click the packed level actor in the editor scene and "Convert to Level Instance"

  7. Right click the new level instance and "Break Level Instances"

  8. Observe the ensure happening, (I've also seen this ensure happen during step 6 sometimes.)

Callstack
>	[Inline Frame] UnrealEditor-CoreUObject.dll!StaticFindFirstObject::__l44::<lambda_1>::operator()() Line 793	C++
 	UnrealEditor-CoreUObject.dll!StaticFindFirstObject(UClass * Class, const wchar_t * Name, EFindFirstObjectOptions Options, ELogVerbosity::Type AmbiguousMessageVerbosity, const wchar_t * InCurrentOperation) Line 793	C++
 	UnrealEditor-CoreUObject.dll!DelegatePropertyTools::ImportDelegateFromText(TScriptDelegate<FNotThreadSafeDelegateMode> & Delegate, const UFunction * SignatureFunction, const wchar_t * Buffer, UObject * Parent, FOutputDevice * ErrorText) Line 240	C++
 	UnrealEditor-CoreUObject.dll!FDelegateProperty::ImportText_Internal(const wchar_t * Buffer, void * ContainerOrPropertyPtr, EPropertyPointerType PropertyPointerType, UObject * Parent, int PortFlags, FOutputDevice * ErrorText) Line 176	C++
 	[Inline Frame] UnrealEditor-CoreUObject.dll!FProperty::ImportText_Direct(const wchar_t * PortFlags, void *) Line 519	C++
 	UnrealEditor-CoreUObject.dll!FProperty::ImportSingleProperty(const wchar_t * Str, void * DestData, const UStruct * ObjectStruct, UObject * SubobjectOuter, int PortFlags, FOutputDevice * Warn, TArray<FDefinedProperty,TSizedDefaultAllocator<32>> & DefinedProperties) Line 1997	C++
 	UnrealEditor-CoreUObject.dll!UScriptStruct::ImportText(const wchar_t * InBuffer, void * Value, UObject * OwnerObject, int PortFlags, FOutputDevice * ErrorText, const TFunctionRef<FString __cdecl(void)> & StructNameGetter, bool bAllowNativeOverride) Line 3118	C++
 	UnrealEditor-CoreUObject.dll!FStructProperty::ImportText_Internal(const wchar_t * InBuffer, void * ContainerOrPropertyPtr, EPropertyPointerType PropertyPointerType, UObject * Parent, int PortFlags, FOutputDevice * ErrorText) Line 335	C++
 	[Inline Frame] UnrealEditor-CoreUObject.dll!FProperty::ImportText_Direct(const wchar_t * PortFlags, void *) Line 519	C++
 	UnrealEditor-CoreUObject.dll!FProperty::ImportSingleProperty(const wchar_t * Str, void * DestData, const UStruct * ObjectStruct, UObject * SubobjectOuter, int PortFlags, FOutputDevice * Warn, TArray<FDefinedProperty,TSizedDefaultAllocator<32>> & DefinedProperties) Line 1997	C++
 	UnrealEditor-UnrealEd.dll!ImportProperties(unsigned char * DestData, const wchar_t * SourceText, UStruct * ObjectStruct, UObject * SubobjectRoot, UObject * SubobjectOuter, FFeedbackContext * Warn, int Depth, FObjectInstancingGraph & InstanceGraph, const TMap<FSoftObjectPath,UObject *,FDefaultSetAllocator,TDefaultMapHashableKeyFuncs<FSoftObjectPath,UObject *,0>> * ObjectRemapper) Line 302	C++
 	UnrealEditor-UnrealEd.dll!ImportObjectProperties(FImportObjectParams & InParams) Line 790	C++
 	[Inline Frame] UnrealEditor-UnrealEd.dll!ImportObjectProperties(unsigned char *) Line 889	C++
 	UnrealEditor-UnrealEd.dll!ImportProperties(unsigned char * DestData, const wchar_t * SourceText, UStruct * ObjectStruct, UObject * SubobjectRoot, UObject * SubobjectOuter, FFeedbackContext * Warn, int Depth, FObjectInstancingGraph & InstanceGraph, const TMap<FSoftObjectPath,UObject *,FDefaultSetAllocator,TDefaultMapHashableKeyFuncs<FSoftObjectPath,UObject *,0>> * ObjectRemapper) Line 506	C++
 	UnrealEditor-UnrealEd.dll!ImportObjectProperties(FImportObjectParams & InParams) Line 790	C++
 	UnrealEditor-UnrealEd.dll!ImportObjectProperties(unsigned char * DestData, const wchar_t * SourceText, UStruct * ObjectStruct, UObject * SubobjectRoot, UObject * SubobjectOuter, FFeedbackContext * Warn, int Depth, int LineNumber, FObjectInstancingGraph * InInstanceGraph, const TMap<FSoftObjectPath,UObject *,FDefaultSetAllocator,TDefaultMapHashableKeyFuncs<FSoftObjectPath,UObject *,0>> * ObjectRemapper) Line 890	C++
 	UnrealEditor-UnrealEd.dll!ULevelFactory::FactoryCreateText(UClass * Class, UObject * InParent, FName Name, EObjectFlags Flags, UObject * Context, const wchar_t * Type, const wchar_t * & Buffer, const wchar_t * BufferEnd, FFeedbackContext * Warn) Line 1279	C++
 	UnrealEditor-UnrealEd.dll!UUnrealEdEngine::PasteActors(TArray<AActor *,TSizedDefaultAllocator<32>> & OutPastedActors, UWorld * InWorld, const UE::Math::TVector<double> & LocationOffset, bool bDuplicate, bool bWarnIfHidden, const FString * SourceData) Line 356	C++
 	UnrealEditor-UnrealEd.dll!UUnrealEdEngine::edactPasteSelected(UWorld * InWorld, bool bDuplicate, bool bOffsetLocations, bool bWarnIfHidden, const FString * SourceData) Line 274	C++
 	UnrealEditor-UnrealEd.dll!UEditorLevelUtils::CopyOrMoveActorsToLevel(const TArray<AActor *,TSizedDefaultAllocator<32>> & ActorsToMove, ULevel * DestLevel, bool bMoveActors, bool bWarnAboutReferences, bool bWarnAboutRenaming, bool bMoveAllOrFail, TArray<AActor *,TSizedDefaultAllocator<32>> * OutActors) Line 203	C++
 	[Inline Frame] UnrealEditor-UnrealEd.dll!UEditorLevelUtils::MoveActorsToLevel(const TArray<AActor *,TSizedDefaultAllocator<32>> &) Line 82	C++
 	UnrealEditor-UnrealEd.dll!UEditorLevelUtils::CreateNewStreamingLevelForWorld(UWorld & InWorld, const UEditorLevelUtils::FCreateNewStreamingLevelForWorldParams & InCreateParams) Line 835	C++
 	UnrealEditor-Engine.dll!ULevelInstanceSubsystem::CreateNewStreamingLevelForWorld(UWorld & InWorld, const UEditorLevelUtils::FCreateNewStreamingLevelForWorldParams & InParams) Line 1152	C++
 	UnrealEditor-Engine.dll!ULevelInstanceSubsystem::CreateLevelInstanceFrom(const TArray<AActor *,TSizedDefaultAllocator<32>> & ActorsToMove, const FNewLevelInstanceParams & CreationParams) Line 1259	C++
 	UnrealEditor-LevelInstanceEditor.dll!LevelInstanceMenuUtils::CreateLevelInstanceFromSelection(ULevelInstanceSubsystem * LevelInstanceSubsystem, ELevelInstanceCreationType CreationType) Line 363	C++
 	[Inline Frame] UnrealEditor-LevelInstanceEditor.dll!Invoke(void(*)(ULevelInstanceSubsystem *, ELevelInstanceCreationType) &) Line 47	C++
 	[Inline Frame] UnrealEditor-LevelInstanceEditor.dll!UE::Core::Private::Tuple::TTupleBase<TIntegerSequence<unsigned int,0,1>,ULevelInstanceSubsystem *,enum ELevelInstanceCreationType>::ApplyAfter(void(*)(ULevelInstanceSubsystem *, ELevelInstanceCreationType) &) Line 309	C++
 	UnrealEditor-LevelInstanceEditor.dll!TBaseStaticDelegateInstance<void __cdecl(void),FDefaultDelegateUserPolicy,ULevelInstanceSubsystem *,enum ELevelInstanceCreationType>::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!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 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

Have Comments or More Details?

There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-205449 in the post.

0
Login to Vote

Unresolved
CreatedJan 31, 2024
UpdatedFeb 5, 2024