Currently there is no stable way to break level instances
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.
[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
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-229616 in the post.
0 |
Component | UE - World Creation - Worldbuilding Tools - Level Instances |
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Affects Versions | 5.4, 5.5 |
Target Fix | 5.6 |
Created | Nov 5, 2024 |
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Resolved | Nov 8, 2024 |
Updated | Nov 20, 2024 |