I’m using UE4.12 with Win10 and built the engine from the github source.
I am experiencing a consistent crash on “EditorLevelUtils.cpp” on line 727 with the following error message:
[2016.06.03-04.22.31:500][344]LogContentBrowser: Native class hierarchy updated for ‘WorldBrowser’ in 0.0036 seconds. Added 1 classes and 3 folders.
Assertion failed: Level->bIsVisible == bShouldBeVisible [File:C:\UE412\Engine\Source\Editor\UnrealEd\Private\EditorLevelUtils.cpp] [Line: 727]
UE4Editor.exe has triggered a breakpoint.
Here is my call stack:
UE4Editor-UnrealEd.dll!EditorLevelUtils::SetLevelVisibility(ULevel * Level, bool bShouldBeVisible, bool bForceLayersVisible) Line 727 C++
UE4Editor-WorldBrowser.dll!FLevelModel::SetVisible(bool bVisible) Line 221 C++
UE4Editor-WorldBrowser.dll!FLevelCollectionModel::HideLevels(const TArray<TSharedPtr<FLevelModel,0>,FDefaultAllocator> & InLevelList) Line 422 C++
UE4Editor-WorldBrowser.dll!SWorldHierarchyItem::OnToggleVisibility() Line 246 C++
UE4Editor-WorldBrowser.dll!TMemberFunctionCaller<SWorldHierarchyItem,FReply (__cdecl SWorldHierarchyItem::)(void) __ptr64>::operator()<>() Line 161 C++
UE4Editor-WorldBrowser.dll!TTupleImpl<TIntegerSequence >::ApplyAfter_ExplicitReturnType<FReply,TMemberFunctionCaller<SWorldHierarchyItem,FReply (__cdecl SWorldHierarchyItem::)(void) __ptr64> >(TMemberFunctionCaller<SWorldHierarchyItem,FReply (__cdecl SWorldHierarchyItem::*)(void)> && Func) Line 128 C++
UE4Editor-WorldBrowser.dll!TBaseSPMethodDelegateInstance<0,SWorldHierarchyItem,0,FReply __cdecl(void)>::Execute() Line 321 C++
UE4Editor-Slate.dll!TBaseDelegate::Execute() Line 521 C++
UE4Editor-Slate.dll!SButton::OnMouseButtonUp(const FGeometry & MyGeometry, const FPointerEvent & MouseEvent) Line 275 C++
UE4Editor-Slate.dll!FSlateApplication::RoutePointerUpEvent::__l8::(const FArrangedWidget & TargetWidget, const FPointerEvent & Event) Line 4598 C++
UE4Editor-Slate.dll!FEventRouter::Route<FReply,FEventRouter::FToLeafmostPolicy,FPointerEvent,FReply (const FArrangedWidget &, const FPointerEvent &) >(FSlateApplication * ThisApplication, FEventRouter::FToLeafmostPolicy RoutingPolicy, FPointerEvent EventCopy, const FSlateApplication::RoutePointerUpEvent::l8::FReply (const FArrangedWidget &, const FPointerEvent &) & Lambda) Line 215 C++
UE4Editor-Slate.dll!FSlateApplication::RoutePointerUpEvent(FWidgetPath & WidgetsUnderPointer, FPointerEvent & PointerEvent) Line 4587 C++
UE4Editor-Slate.dll!FSlateApplication::ProcessMouseButtonUpEvent(FPointerEvent & MouseEvent) Line 5041 C++
UE4Editor-Slate.dll!FSlateApplication::OnMouseUp(const EMouseButtons::Type Button, const FVector2D CursorPos) Line 5021 C++
UE4Editor-Core.dll!FWindowsApplication::ProcessDeferredMessage(const FDeferredWindowsMessage & DeferredMessage) Line 1507 C++
UE4Editor-Core.dll!FWindowsApplication::DeferMessage(TSharedPtr<FWindowsWindow,0> & NativeWindow, HWND * InHWnd, unsigned int InMessage, unsigned int64 InWParam, int64 InLParam, int MouseX, int MouseY, unsigned int RawInputFlags) Line 1847 C++
UE4Editor-Core.dll!FWindowsApplication::ProcessMessage(HWND * hwnd, unsigned int msg, unsigned int64 wParam, int64 lParam) Line 742 C++
UE4Editor-Core.dll!FWindowsApplication::AppWndProc(HWND * hwnd, unsigned int msg, unsigned int64 wParam, int64 lParam) Line 664 C++
[External Code]
UE4Editor-Core.dll!FWindowsPlatformMisc::PumpMessages(bool bFromMainLoop) Line 903 C++
UE4Editor.exe!FEngineLoop::Tick() Line 2728 C++
UE4Editor.exe!GuardedMain(const wchar_t * CmdLine, HINSTANCE * hInInstance, HINSTANCE * hPrevInstance, int nCmdShow) Line 148 C++
UE4Editor.exe!WinMain(HINSTANCE * hInInstance, HINSTANCE * hPrevInstance, char * __formal, int nCmdShow) Line 189 C++
Repro steps:
I have a somewhat small level with about 697 objects. I have a persistent level with about 5 sublevels. When I try to toggle the visibility of a specific sublevel, the editor crashes every time. Usually it involves something like moving an actor from one sublevel to another and then toggling the visibility of that sublevel.