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World Outliner Input with World Partition level crashes UE5 on Play. #181

@Illia-FI

Description

@Illia-FI

To reproduce:

  1. Create an HDA with object_merge node and Object 1 (objpath1) parameter exposed (mesh input param).
  2. Create a new World Partition level in UE5.0.3.
  3. Create a few basic shapes (Cubes)
  4. Drag the HDA into the scene and make sure the parameter is set to World Outliner Input.
  5. Reference the cubes by the input.
  6. 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

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