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Description
To reproduce:
- Create an HDA with object_merge node and Object 1 (objpath1) parameter exposed (mesh input param).
- Create a new World Partition level in UE5.0.3.
- Create a few basic shapes (Cubes)
- Drag the HDA into the scene and make sure the parameter is set to World Outliner Input.
- Reference the cubes by the input.
- Save & Hit Play/Simulate.
Unreal Crashes:
LoginId:4149ba6d461ccde04bc331a3308c3ea0
EpicAccountId:09e9f7f1d21c4b41b27f774d822bb040
Assertion failed: !FindObject(nullptr, *PackageName) [File:D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\WorldPartition\WorldPartitionLevelHelper.cpp] [Line: 177]
UnrealEditor_Engine!FWorldPartitionLevelHelper::CreateEmptyLevelForRuntimeCell() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\WorldPartition\WorldPartitionLevelHelper.cpp:177]
UnrealEditor_Engine!UWorldPartitionLevelStreamingDynamic::CreateRuntimeLevel() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\WorldPartition\WorldPartitionLevelStreamingDynamic.cpp:131]
UnrealEditor_Engine!UWorldPartitionLevelStreamingDynamic::RequestLevel() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\WorldPartition\WorldPartitionLevelStreamingDynamic.cpp:246]
UnrealEditor_Engine!<lambda_7a8e5026b2534580c8a8e26ce9ba2ca1>::operator()() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\LevelStreaming.cpp:549]
UnrealEditor_Engine!ULevelStreaming::UpdateStreamingState() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\LevelStreaming.cpp:723]
UnrealEditor_Engine!UWorld::UpdateLevelStreaming() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\World.cpp:3946]
UnrealEditor_Engine!UWorld::BlockTillLevelStreamingCompleted() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\World.cpp:3851]
UnrealEditor_Engine!UEngine::BlockTillLevelStreamingCompleted() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\UnrealEngine.cpp:14309]
UnrealEditor_Engine!UGameInstance::StartPlayInEditorGameInstance() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\GameInstance.cpp:483]
UnrealEditor_UnrealEd!UEditorEngine::CreateInnerProcessPIEGameInstance() [D:\build++UE5\Sync\Engine\Source\Editor\UnrealEd\Private\PlayLevel.cpp:3052]
UnrealEditor_UnrealEd!UEditorEngine::OnLoginPIEComplete_Deferred() [D:\build++UE5\Sync\Engine\Source\Editor\UnrealEd\Private\PlayLevel.cpp:1568]
UnrealEditor_UnrealEd!UEditorEngine::CreateNewPlayInEditorInstance() [D:\build++UE5\Sync\Engine\Source\Editor\UnrealEd\Private\PlayLevel.cpp:1830]
UnrealEditor_UnrealEd!UEditorEngine::StartPlayInEditorSession() [D:\build++UE5\Sync\Engine\Source\Editor\UnrealEd\Private\PlayLevel.cpp:2798]
UnrealEditor_UnrealEd!UEditorEngine::StartQueuedPlaySessionRequestImpl() [D:\build++UE5\Sync\Engine\Source\Editor\UnrealEd\Private\PlayLevel.cpp:1148]
UnrealEditor_UnrealEd!UEditorEngine::StartQueuedPlaySessionRequest() [D:\build++UE5\Sync\Engine\Source\Editor\UnrealEd\Private\PlayLevel.cpp:1051]
UnrealEditor_UnrealEd!UEditorEngine::Tick() [D:\build++UE5\Sync\Engine\Source\Editor\UnrealEd\Private\EditorEngine.cpp:1665]
UnrealEditor_UnrealEd!UUnrealEdEngine::Tick() [D:\build++UE5\Sync\Engine\Source\Editor\UnrealEd\Private\UnrealEdEngine.cpp:474]
UnrealEditor!FEngineLoop::Tick() [D:\build++UE5\Sync\Engine\Source\Runtime\Launch\Private\LaunchEngineLoop.cpp:5215]
UnrealEditor!GuardedMain() [D:\build++UE5\Sync\Engine\Source\Runtime\Launch\Private\Launch.cpp:183]
UnrealEditor!GuardedMainWrapper() [D:\build++UE5\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:147]
UnrealEditor!LaunchWindowsStartup() [D:\build++UE5\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:283]
UnrealEditor!WinMain() [D:\build++UE5\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:330]
UnrealEditor!__scrt_common_main_seh() [d:\a01_work\6\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl:288]
kernel32
ntdll