ServerTravel crash when traveling to specific level

I get this crash when attempting to use servertravel via the execute console command node in a blueprint, but only on a specific level. I’m working in the shooter game example and if I use servertravel to go to, say, Sanctuary, all works as intended. But using it to try and go to another level I created yielded this assert.

Any idea what might be going wrong? (using ‘open’ on the level from the command line also works fine)

Unknown exception - code 00000001 (first/second chance not available)

Assertion failed: NewWorld [File:D:\BuildFarm\buildmachine_++depot+UE4-Releases+4.5\Engine\Source\Runtime\Engine\Private\UnrealEngine.cpp] [Line: 8609] 

KERNELBASE + 24684 bytes
UE4Editor_Core + 3174852 bytes
UE4Editor_Core + 1677512 bytes
UE4Editor_Core + 1566866 bytes
UE4Editor_Engine + 9427820 bytes
UE4Editor_Engine + 9213296 bytes
UE4Editor_Engine + 9519618 bytes
UE4Editor_UnrealEd + 1893624 bytes
UE4Editor_UnrealEd + 6486374 bytes
UE4Editor!FEngineLoop::Tick() + 3524 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.5\engine\source\runtime\launch\private\launchengineloop.cpp:2129]
UE4Editor!GuardedMain() + 479 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.5\engine\source\runtime\launch\private\launch.cpp:133]
UE4Editor!GuardedMainWrapper() + 26 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.5\engine\source\runtime\launch\private\windows\launchwindows.cpp:125]
UE4Editor!WinMain() + 249 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.5\engine\source\runtime\launch\private\windows\launchwindows.cpp:201]
UE4Editor!__tmainCRTStartup() + 329 bytes [f:\dd\vctools\crt\crtw32\dllstuff\crtexe.c:618]

Hey Wertle-

Does this happen in a new project? Are you able to create a different level and travel to it instead? Also, which version of the engine are you working in?

Cheers

Hi !

It does not happen with a new project (I tried making a new blank project with two levels, ran from the editor with two clients, then server traveled from the console with no problems).

I’m working in 4.5.1

I was able to work around the problem in the shooter game example by just renaming my new level to one of the existing level names (it was for a game jam so that was good enough). Since I could server travel to the built-in levels, I tried hunting through the code for any place where the level names were referenced and added my new one as well, but no luck there.

At this point it’s not critical since it was just for a jam and I was able to work around it, but I am still very curious about what the crash means and why it was happening. Thanks!

Hey Wertle-

I’m glad to hear you were able to work around this problem. I was able to reproduce this crash and have submitted it to our internal tracking database for further investigation (UE-5537).

Cheers