Assertion failed: Level->bIsVisible == bShouldBeVisible

In my first main level (it has all of the areas), I have a single area that when hidden in the levels window, the engine crashes.

When opening the area that crashes by its self, no crash occurs when I hide the level in the level window.

Here’s the report:

MachineId:0D9D591B41CAFF16B3CBB9B07DC03C10
EpicAccountId:5e02db8b904341d3a00c2bc525f2fb25

Assertion failed: Level->bIsVisible == bShouldBeVisible [File:D:\Build\++UE4+Release-4.12+Compile\Sync\Engine\Source\Editor\UnrealEd\Private\EditorLevelUtils.cpp] [Line: 727] 



UE4Editor_Core!FDebug::AssertFailed() [d:\build\++ue4+release-4.12+compile\sync\engine\source\runtime\core\private\misc\outputdevice.cpp:440]
UE4Editor_UnrealEd!EditorLevelUtils::SetLevelVisibility() [d:\build\++ue4+release-4.12+compile\sync\engine\source\editor\unrealed\private\editorlevelutils.cpp:748]
UE4Editor_WorldBrowser!FLevelModel::SetVisible() [d:\build\++ue4+release-4.12+compile\sync\engine\source\editor\worldbrowser\private\levelmodel.cpp:221]
UE4Editor_WorldBrowser!FLevelCollectionModel::HideLevels() [d:\build\++ue4+release-4.12+compile\sync\engine\source\editor\worldbrowser\private\levelcollectionmodel.cpp:422]
UE4Editor_WorldBrowser!SWorldHierarchyItem::OnToggleVisibility() [d:\build\++ue4+release-4.12+compile\sync\engine\source\editor\worldbrowser\private\sworldhierarchyitem.cpp:246]
UE4Editor_WorldBrowser!TMemberFunctionCaller::operator()<>() [d:\build\++ue4+release-4.12+compile\sync\engine\source\runtime\core\public\delegates\delegateinstanceinterface_variadics.h:161]
UE4Editor_WorldBrowser!TTupleImpl >::ApplyAfter_ExplicitReturnType >() [d:\build\++ue4+release-4.12+compile\sync\engine\source\runtime\core\public\delegates\tuple.h:128]
UE4Editor_WorldBrowser!TBaseSPMethodDelegateInstance<0,SWorldHierarchyItem,0,FReply __cdecl(void)>::Execute() [d:\build\++ue4+release-4.12+compile\sync\engine\source\runtime\core\public\delegates\delegateinstancesimpl_variadics.inl:321]
UE4Editor_Slate!TBaseDelegate::Execute() [d:\build\++ue4+release-4.12+compile\sync\engine\source\runtime\core\public\delegates\delegatesignatureimpl_variadics.inl:521]
UE4Editor_Slate!SButton::OnMouseButtonUp() [d:\build\++ue4+release-4.12+compile\sync\engine\source\runtime\slate\private\widgets\input\sbutton.cpp:275]
UE4Editor_Slate!::operator()() [d:\build\++ue4+release-4.12+compile\sync\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:4598]
UE4Editor_Slate!FEventRouter::Route >() [d:\build\++ue4+release-4.12+compile\sync\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:215]
UE4Editor_Slate!FSlateApplication::RoutePointerUpEvent() [d:\build\++ue4+release-4.12+compile\sync\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:4587]
UE4Editor_Slate!FSlateApplication::ProcessMouseButtonUpEvent() [d:\build\++ue4+release-4.12+compile\sync\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:5041]
UE4Editor_Slate!FSlateApplication::OnMouseUp() [d:\build\++ue4+release-4.12+compile\sync\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:5021]
UE4Editor_Core!FWindowsApplication::ProcessDeferredMessage() [d:\build\++ue4+release-4.12+compile\sync\engine\source\runtime\core\private\windows\windowsapplication.cpp:1510]
UE4Editor_Core!FWindowsApplication::DeferMessage() [d:\build\++ue4+release-4.12+compile\sync\engine\source\runtime\core\private\windows\windowsapplication.cpp:1850]
UE4Editor_Core!FWindowsApplication::ProcessMessage() [d:\build\++ue4+release-4.12+compile\sync\engine\source\runtime\core\private\windows\windowsapplication.cpp:745]
UE4Editor_Core!FWindowsApplication::AppWndProc() [d:\build\++ue4+release-4.12+compile\sync\engine\source\runtime\core\private\windows\windowsapplication.cpp:667]
user32
user32
UE4Editor_Core!FWindowsPlatformMisc::PumpMessages() [d:\build\++ue4+release-4.12+compile\sync\engine\source\runtime\core\private\windows\windowsplatformmisc.cpp:903]
UE4Editor!FEngineLoop::Tick() [d:\build\++ue4+release-4.12+compile\sync\engine\source\runtime\launch\private\launchengineloop.cpp:2729]
UE4Editor!GuardedMain() [d:\build\++ue4+release-4.12+compile\sync\engine\source\runtime\launch\private\launch.cpp:148]
UE4Editor!GuardedMainWrapper() [d:\build\++ue4+release-4.12+compile\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:126]
UE4Editor!WinMain() [d:\build\++ue4+release-4.12+compile\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:200]
UE4Editor!__scrt_common_main_seh() [f:\dd\vctools\crt\vcstartup\src\startup\exe_common.inl:264]
kernel32
ntdll

Hello,

This is currently a known issue: Unreal Engine Issues and Bug Tracker (UE-34740)

Thank you for your report. If you have a way to reproduce the crash in a clean project, please let us know as we are currently looking for a repro case for this particular issue.

Have a great day

Hi Sean,

I think I figured it out. Here is a bug to UE-34740:

Severity: A

Issue: Unreal Crashes when the user hides a level with the “Should be Visible” box checked on.

Reproduction %: 10/10

STRs (Steps to repeat):

  1. Create a project.
  2. Create and save a Level under the Persistent Level.
  3. Open the Levels Window.
  4. Summon the Level Details.
  5. Select your level in the “Inspect Level” drop down.
  6. Check “Should be Visible” to ON.
  7. With “Should be Visible” ON, hide your level with the eyeball in the Levels window.
  8. Observe crash.

Conclusion: The engine should remain stable when the user hides a level that should be visible, or not allow the user to hide a level that is set to be visible.

Let me know if that helps!

Thanks!
James

Thanks a lot, that seemed to reproduce the issue. I appreciate your help!