A PCG actor is assigned to a DataLayer and placed inside a Level Instance. Then that Level Instance is placed into a World Partition map. When the SpawnActor node in the PCG graph is set to MergePCGOnly or NoMerging and the node is activated, the Editor crashes immediately.
This crash only occurs if the PCG actor is assigned to a DataLayer in a Level Instance. A simple map without a DataLayer does not reproduce the crash. Editing the PCG while the Level Instance is open does not cause a crash.
1. Download and open the repro project from the attachment.
2. Open /Game/Maps/SampleMap_WP in the Editor.
3. From World Partition Editor, load the section around the origin.
4. Confirm that a DataLayer containing a floor and several spheres along a spline near the origin is loaded.
5. Open the PCG graph at /Game/PCG/PCG_SpawnActor. Make sure this PCG asset is assigned to the same DataLayer.
6. Find the SpawnActor node marked “Crash” and connect its input from the TransformPoints node.
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7. The editor goes crash.
If the spawned Actor belongs to the same DataLayer as the PCG asset, the assertion crash is avoided. When the SpawnActor option is set to Collapse Actors, the crash does not occur because the spawned Actor is added as a component of the PCG Actor. In that case, the DataLayer consistency check can be passed. In the repro project senario, setting DataLayer (DL_Sample) to BP_Sphere class can avoid crash.
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-294565 in the post.
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Component | UE - World Creation - Procedural Tools |
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Affects Versions | 5.5, 5.6 |
Created | Jun 4, 2025 |
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Updated | Jun 4, 2025 |