Description

Currently there is no stable way to break level instances

Steps to Reproduce
  1. Create a level with EmptyOpenWorld template
  2. Place a cube into the level
  3. Create a level instance from the placed cube
  4. Drag and Drop the level asset into the level viewport to make some level instance
  5. Save the level
  6. Right-click on the placed LI > Level > Break > Break Level Instance
  7. Break all level instances
  8. Make sure you can see some unloaded level instances in the outliner pane
  9. Save the level
  10. Reopen the level
  11. Make sure the level instances have not been removed
  12. Break the level instance
  13. Unload all region in the WorldPartitionEditor window
  14. Load region containing the broken level instance
  15. Assertion failed :
Assertion failed: !InActorDescInstance->bIsRegisteringOrUnregistering [File:D:\dev\UnrealEngine-5.5.0-preview-1\Engine\Source\Runtime\Engine\Private\WorldPartition\WorldPartitionHandle.cpp] [Line: 61] 
A breakpoint instruction (__debugbreak() statement or a similar call) was executed in UnrealEditor.exe.

Callstack

[Inline Frame] UnrealEditor-Engine.dll!FWorldPartitionLoadingContext::LoadAndRegisterActor(FWorldPartitionActorDescInstance *) Line 61 C++
[Inline Frame] UnrealEditor-Engine.dll!FWorldPartitionReferenceImpl::IncRefCount(FWorldPartitionActorDescInstance * InActorDescInstance) Line 283 C++
[Inline Frame] UnrealEditor-Engine.dll!TWorldPartitionHandle<FWorldPartitionReferenceImpl>::IncRefCount() Line 404 C++
[Inline Frame] UnrealEditor-Engine.dll!TWorldPartitionHandle<FWorldPartitionReferenceImpl>::operator=(const TWorldPartitionHandle<FWorldPartitionHandleImpl> &) Line 292 C++
UnrealEditor-Engine.dll!FWorldPartitionHandleImpl::ToReference(const TWorldPartitionHandle<FWorldPartitionHandleImpl> & Source) Line 272 C++
[Inline Frame] UnrealEditor-Engine.dll!TWorldPartitionHandle<FWorldPartitionHandleImpl>::ToReference() Line 220 C++
UnrealEditor-Engine.dll!IWorldPartitionActorLoaderInterface::ILoaderAdapter::AddReferenceToActor::__l2::<lambda_1>::operator()(const TWorldPartitionHandle<FWorldPartitionHandleImpl> & Handle, TMap<FGuid,TWorldPartitionHandle<FWorldPartitionReferenceImpl>,FDefaultSetAllocator,TDefaultMapHashableKeyFuncs<FGuid,TWorldPartitionHandle<FWorldPartitionReferenceImpl>,0>> & ReferenceMap) Line 295 C++
[Inline Frame] UnrealEditor-Engine.dll!Invoke(IWorldPartitionActorLoaderInterface::ILoaderAdapter::AddReferenceToActor::__l2::<lambda_1> &) Line 47 C++
[Inline Frame] UnrealEditor-Engine.dll!UE::Core::Private::Function::TFunctionRefCaller<`IWorldPartitionActorLoaderInterface::ILoaderAdapter::AddReferenceToActor'::`2'::<lambda_1>,void,TWorldPartitionHandle<FWorldPartitionHandleImpl> const &,TMap<FGuid,TWorldPartitionHandle<FWorldPartitionReferenceImpl>,FDefaultSetAllocator,TDefaultMapHashableKeyFuncs<FGuid,TWorldPartitionHandle<FWorldPartitionReferenceImpl>,0>> &>::Call(void *) Line 315 C++
[Inline Frame] UnrealEditor-Engine.dll!UE::Core::Private::Function::TFunctionRefBase<UE::Core::Private::Function::TFunctionStorage<0>,void __cdecl(TWorldPartitionHandle<FWorldPartitionHandleImpl> const &,TMap<FGuid,TWorldPartitionHandle<FWorldPartitionReferenceImpl>,FDefaultSetAllocator,TDefaultMapHashableKeyFuncs<FGuid,TWorldPartitionHandle<FWorldPartitionReferenceImpl>,0>> &)>::operator()(const TWorldPartitionHandle<FWorldPartitionHandleImpl> & <Params_1>, TMap<FGuid,TWorldPartitionHandle<FWorldPartitionReferenceImpl>,FDefaultSetAllocator,TDefaultMapHashableKeyFuncs<FGuid,TWorldPartitionHandle<FWorldPartitionReferenceImpl>,0>> &) Line 470 C++
UnrealEditor-Engine.dll!IWorldPartitionActorLoaderInterface::ILoaderAdapter::AddReferenceToActor(TWorldPartitionHandle<FWorldPartitionHandleImpl> & ActorHandle) Line 310 C++
UnrealEditor-Engine.dll!IWorldPartitionActorLoaderInterface::ILoaderAdapter::RefreshLoadedState() Line 169 C++
UnrealEditor-Engine.dll!IWorldPartitionActorLoaderInterface::ILoaderAdapter::Load() Line 55 C++
UnrealEditor-WorldPartitionEditor.dll!SWorldPartitionEditorGrid2D::CreateRegionFromSelection() Line 681 C++
[Inline Frame] UnrealEditor-WorldPartitionEditor.dll!Invoke(void(SWorldPartitionEditorGrid2D::*)()) Line 66 C++
[Inline Frame] UnrealEditor-WorldPartitionEditor.dll!UE::Core::Private::Tuple::TTupleBase<TIntegerSequence<unsigned int>>::ApplyAfter(void(SWorldPartitionEditorGrid2D::*)() &) Line 317 C++
UnrealEditor-WorldPartitionEditor.dll!TBaseSPMethodDelegateInstance<0,SWorldPartitionEditorGrid2D,1,void __cdecl(void),FDefaultDelegateUserPolicy>::ExecuteIfSafe() Line 299 C++
[Inline Frame] UnrealEditor-Slate.dll!TDelegate<void __cdecl(void),FDefaultDelegateUserPolicy>::ExecuteIfBound() Line 634 C++
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 1170 C++
UnrealEditor-Slate.dll!SMenuEntryBlock::OnMenuItemButtonClicked() Line 1130 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 317 C++
UnrealEditor-Slate.dll!TBaseSPMethodDelegateInstance<0,SMenuEntryBlock,1,FReply __cdecl(void),FDefaultDelegateUserPolicy>::Execute() Line 282 C++
[Inline Frame] UnrealEditor-Slate.dll!TDelegate<FReply __cdecl(void),FDefaultDelegateUserPolicy>::Execute() Line 613 C++
UnrealEditor-Slate.dll!SButton::ExecuteOnClick() Line 467 C++
UnrealEditor-Slate.dll!SButton::OnMouseButtonUp(const FGeometry & MyGeometry, const FPointerEvent & MouseEvent) Line 392 C++
UnrealEditor-Slate.dll!SMenuEntryButton::OnMouseButtonUp(const FGeometry & MyGeometry, const FPointerEvent & MouseEvent) Line 446 C++
UnrealEditor-Slate.dll!FSlateApplication::RoutePointerUpEvent::__l8::<lambda_2>::operator()(const FArrangedWidget & TargetWidget, const FPointerEvent & Event) Line 5341 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 456 C++
UnrealEditor-Slate.dll!FSlateApplication::RoutePointerUpEvent(const FWidgetPath & WidgetsUnderPointer, const FPointerEvent & PointerEvent) Line 5327 C++
UnrealEditor-Slate.dll!FSlateApplication::ProcessMouseButtonUpEvent(const FPointerEvent & MouseEvent) Line 5912 C++
UnrealEditor-Slate.dll!FSlateApplication::OnMouseUp(const EMouseButtons::Type Button, const UE::Math::TVector2<double> CursorPos) Line 5868 C++
UnrealEditor-ApplicationCore.dll!FWindowsApplication::ProcessDeferredMessage(const FDeferredWindowsMessage & DeferredMessage) Line 2271 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 2783 C++
UnrealEditor-ApplicationCore.dll!FWindowsApplication::ProcessMessage(HWND__ * hwnd, unsigned int msg, unsigned __int64 wParam, __int64 lParam) Line 1944 C++
[Inline Frame] UnrealEditor-ApplicationCore.dll!WindowsApplication_WndProc(HWND__ *) Line 939 C++
UnrealEditor-ApplicationCore.dll!FWindowsApplication::AppWndProc(HWND__ * hwnd, unsigned int msg, unsigned __int64 wParam, __int64 lParam) Line 945 C++
user32.dll!00007ff8a891ef5c() Unknown
user32.dll!00007ff8a891e684() 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 5782 C++
[Inline Frame] UnrealEditor.exe!EngineTick() Line 69 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 266 C++
UnrealEditor.exe!WinMain(HINSTANCE__ * hInInstance, HINSTANCE__ * hPrevInstance, char * pCmdLine, int nCmdShow) Line 317 C++
[Inline Frame] UnrealEditor.exe!invoke_main() Line 102 C++
UnrealEditor.exe!__scrt_common_main_seh() Line 288 C++
kernel32.dll!00007ff8a8ca7374() Unknown
ntdll.dll!00007ff8aa67cc91() Unknown

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Cannot Reproduce
CreatedNov 5, 2024
ResolvedNov 8, 2024
UpdatedNov 20, 2024
View Jira Issue