Description

The necessary conditions to trigger the issue:

The WorldPartionHLOD actor to rebuild must reference a packed level actor
The packed level actor must be loaded in the map when rebuilding the HLOD

Callstack
Assertion failed: GIsReinstancing || Value == nullptr || Value == LevelInstance

> UnrealEditor-Engine.dll!ULevelInstanceSubsystem::RegisterLevelInstance(ILevelInstanceInterface * LevelInstance)
UnrealEditor-Engine.dll!FLevelInstanceActorImpl::RegisterLevelInstance()
UnrealEditor-Engine.dll!AActor::IncrementalRegisterComponents(int NumComponentsToRegister, FRegisterComponentContext * Context)
UnrealEditor-Engine.dll!ULevel::IncrementalRegisterComponents(bool bPreRegisterComponents, int NumComponentsToUpdate, FRegisterComponentContext * Context)
UnrealEditor-Engine.dll!ULevel::IncrementalUpdateComponents(int NumComponentsToUpdate, bool bRerunConstructionScripts, FRegisterComponentContext * Context)
UnrealEditor-Engine.dll!UWorld::AddToWorld(ULevel * Level, const UE::Math::TTransform<double> & LevelTransform, bool bConsiderTimeLimit, FNetLevelVisibilityTransactionId TransactionId, ULevelStreaming * InOwningLevelStreaming)
UnrealEditor-Engine.dll!ULevelStreaming::UpdateStreamingState(bool & bOutUpdateAgain, bool & bOutRedetermineTarget)
[Inline Frame] UnrealEditor-Engine.dll!FStreamingLevelPrivateAccessor::UpdateStreamingState(ULevelStreaming *)
UnrealEditor-Engine.dll!UWorld::UpdateLevelStreaming()
UnrealEditor-Engine.dll!UWorld::FlushLevelStreaming(EFlushLevelStreamingType FlushType)
UnrealEditor-Engine.dll!UWorldPartitionLevelStreamingDynamic::LoadInEditor(UWorld * World, FName LevelStreamingName, const TArray<FWorldPartitionRuntimeCellObjectMapping,TSizedDefaultAllocator<32>> & InPackages)
UnrealEditor-Engine.dll!UWorldPartitionHLODSourceActorsFromCell::LoadSourceActors(bool & bOutDirty)
[Inline Frame] UnrealEditor-WorldPartitionHLODUtilities.dll!LoadSourceActors(AWorldPartitionHLOD *)
UnrealEditor-WorldPartitionHLODUtilities.dll!FWorldPartitionHLODUtilities::BuildHLOD(AWorldPartitionHLOD * InHLODActor)
UnrealEditor-Engine.dll!AWorldPartitionHLOD::BuildHLOD(bool bForceBuild)
UnrealEditor-WorldPartitionEditor.dll!FWorldPartitionHLODDetailsCustomization::OnBuildHLOD()
[Inline Frame] UnrealEditor-WorldPartitionEditor.dll!Invoke(FReply(FWorldPartitionHLODDetailsCustomization::*)())
[Inline Frame] UnrealEditor-WorldPartitionEditor.dll!UE::Core::Private::Tuple::TTupleBase<TIntegerSequence<unsigned int>>::ApplyAfter(FReply(FWorldPartitionHLODDetailsCustomization::*)() &)
UnrealEditor-WorldPartitionEditor.dll!V::TBaseSPMethodDelegateInstance::Execute()
[Inline Frame] UnrealEditor-Slate.dll!TDelegate<FReply __cdecl(void),FDefaultDelegateUserPolicy>::Execute()
UnrealEditor-Slate.dll!SButton::ExecuteOnClick()
UnrealEditor-Slate.dll!SButton::OnMouseButtonUp(const FGeometry & MyGeometry, const FPointerEvent & MouseEvent)
[Inline Frame] UnrealEditor-Slate.dll!FSlateApplication::RoutePointerUpEvent::__l8::<lambda_2>::operator()(const FArrangedWidget &)

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Unresolved
CreatedNov 11, 2024
UpdatedApr 14, 2025
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