Updated name of sublevel leads to crash when it is about to be loaded.
1) Add a sublevel from levels tab
2) Press eye button to unload it
3) Go to content browser, change the sublevel's name
4) Back to levels tab, press eye button to load it
Expected: The name of map is updated, the map is visible
Result: The name of map is updated, Editor crashes.
Assertion failed: Level->bIsVisible == bShouldBeVisible [Link Removed] [Line: 1021]
UE4Editor_Core!FWindowsErrorOutputDevice::Serialize() [d:\build\++ue4\sync\engine\source\runtime\core\private\windows\windowserroroutputdevice.cpp:79]
UE4Editor_Core!FOutputDevice::LogfImpl() [d:\build\++ue4\sync\engine\source\runtime\core\private\misc\outputdevice.cpp:71]
UE4Editor_Core!FDebug::AssertFailed() [d:\build\++ue4\sync\engine\source\runtime\core\private\misc\assertionmacros.cpp:440]
UE4Editor_Core!FDebug::CheckVerifyFailedImpl() [d:\build\++ue4\sync\engine\source\runtime\core\private\misc\assertionmacros.cpp:418]
UE4Editor_UnrealEd!UEditorLevelUtils::SetLevelVisibility() [d:\build\++ue4\sync\engine\source\editor\unrealed\private\editorlevelutils.cpp:1021]
UE4Editor_WorldBrowser!FLevelModel::SetVisible() [d:\build\++ue4\sync\engine\source\editor\worldbrowser\private\levelmodel.cpp:259]
UE4Editor_WorldBrowser!FLevelCollectionModel::ShowLevels() [d:\build\++ue4\sync\engine\source\editor\worldbrowser\private\levelcollectionmodel.cpp:477]
UE4Editor_WorldBrowser!WorldHierarchy::FLevelModelTreeItem::SetVisible() [d:\build\++ue4\sync\engine\source\editor\worldbrowser\private\worldtreeitemtypes.cpp:342]
UE4Editor_WorldBrowser!WorldHierarchy::FLevelModelTreeItem::OnToggleVisibility() [d:\build\++ue4\sync\engine\source\editor\worldbrowser\private\worldtreeitemtypes.cpp:293]
UE4Editor_WorldBrowser!SWorldHierarchyItem::OnToggleVisibility() [d:\build\++ue4\sync\engine\source\editor\worldbrowser\private\sworldhierarchyitem.cpp:403]
UE4Editor_WorldBrowser!TBaseSPMethodDelegateInstance<0,SWorldHierarchyItem,0,FReply __cdecl(void)>::Execute() [d:\build\++ue4\sync\engine\source\runtime\core\public\delegates\delegateinstancesimpl.h:279]
UE4Editor_Slate!SButton::OnMouseButtonUp() [d:\build\++ue4\sync\engine\source\runtime\slate\private\widgets\input\sbutton.cpp:293]
UE4Editor_Slate!FEventRouter::Route<FReply,FEventRouter::FToLeafmostPolicy,FPointerEvent,<lambda_6c1f6b862bcfb82ea6dcab28fbcc9463> >() [d:\build\++ue4\sync\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:271]
UE4Editor_Slate!FSlateApplication::RoutePointerUpEvent() [d:\build\++ue4\sync\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:5594]
UE4Editor_Slate!FSlateApplication::ProcessMouseButtonUpEvent() [d:\build\++ue4\sync\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:6199]
UE4Editor_Slate!FSlateApplication::OnMouseUp() [d:\build\++ue4\sync\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:6172]
UE4Editor_ApplicationCore!FWindowsApplication::ProcessDeferredMessage() [d:\build\++ue4\sync\engine\source\runtime\applicationcore\private\windows\windowsapplication.cpp:1842]
UE4Editor_ApplicationCore!FWindowsApplication::DeferMessage() [d:\build\++ue4\sync\engine\source\runtime\applicationcore\private\windows\windowsapplication.cpp:2292]
UE4Editor_ApplicationCore!FWindowsApplication::ProcessMessage() [d:\build\++ue4\sync\engine\source\runtime\applicationcore\private\windows\windowsapplication.cpp:1522]
UE4Editor_ApplicationCore!FWindowsApplication::AppWndProc() [d:\build\++ue4\sync\engine\source\runtime\applicationcore\private\windows\windowsapplication.cpp:772]
user32
user32
UE4Editor_ApplicationCore!FWindowsPlatformApplicationMisc::PumpMessages() [d:\build\++ue4\sync\engine\source\runtime\applicationcore\private\windows\windowsplatformapplicationmisc.cpp:130]
UE4Editor!FEngineLoop::Tick() [d:\build\++ue4\sync\engine\source\runtime\launch\private\launchengineloop.cpp:3882]
UE4Editor!GuardedMain() [d:\build\++ue4\sync\engine\source\runtime\launch\private\launch.cpp:168]
UE4Editor!GuardedMainWrapper() [d:\build\++ue4\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:145]
UE4Editor!WinMain() [d:\build\++ue4\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:275]
UE4Editor!__scrt_common_main_seh() [d:\agent\_work\3\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl:288]
kernel32
ntdll
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