DestroyActor: World has no context! (UE-42679)

I’m getting a series of errors when I open my project which I don’t understand:

LogSpawn:Warning: UWorld::DestroyActor: World has no context! World: MotionControllerMap, Actor: /Game/VirtualRealityBP/Maps/MotionControllerMap.MotionControllerMap:PersistentLevel.DESTROYED_BP_Portal_Collection_C_CHILDACTOR_209
LogSpawn:Warning: UWorld::DestroyActor: World has no context! World: MotionControllerMap, Actor: /Game/VirtualRealityBP/Maps/MotionControllerMap.MotionControllerMap:PersistentLevel.DESTROYED_Terrain_Tiles_Opaque_C_CHILDACTOR_556
LogSpawn:Warning: UWorld::DestroyActor: World has no context! World: MotionControllerMap, Actor: /Game/VirtualRealityBP/Maps/MotionControllerMap.MotionControllerMap:PersistentLevel.DESTROYED_Terrain_Tiles_Translucent_C_CHILDACTOR_146

These are objects in my scene. What does this mean?

Hello ,

I have a few questions for you that will help narrow down what issue it is that you are experiencing.

Quick questions:

  1. Can you reproduce this issue in a clean project?
  2. If so, could you provide a detailed list of steps to reproduce this issue on our end?
  3. Could you provide screen shots of any blueprints/settings that may be involved with this issue?

Note: The above appear to be warnings, not errors.

Hello ,

We have not heard back from you in a few days, so we are marking this post as Resolved for tracking purposes. If you are still experiencing the issue you reported, please respond to this message with additional information and we will follow up.

Thanks,

Hi, sorry, busy times so I had to let this slip for a moment.

I created a new project, and migrated the level in question over to the new project and I’m still having this issue. Some of my baked lighting seems to be getting lost when I open and close the project, so I’m wondering if this issue has anything to do with that?

I’m afraid I can’t really tell you the steps to reproduce this issue, as it’s a relatively complicated project and I have idea what’s causing it. Same thing with your third question: I wouldn’t know where to begin to identify the blueprint or setting that’s causing this!

Hello ,

Could you provide a copy of a project that reproduces the issue so that I could take a closer look? You can provide the project via drop box or google drive.

Hi , have the project ready to share. How/where can I share with you privately?

If you would like to provide the project privately, you could do so by sending it to me in a private message on the forums.

I’m having the same problem as well when I start my game up. See image attached, Thanks for any help!

Hello jimd667,

After doing some digging I was able to find that this is a known issue. I have provided a link to the public tracker. Please feel free to use the link provided for future updates.

Link: Unreal Engine Issues and Bug Tracker (UE-42679)

Make it a great day

The specific Actor that seems to be suffering from this issue is a BP that contains five other BPs all of which contain static meshes. The five BPs have all been scaled and positioned within the main BP, and then the main BP is scaled and positioned within the scene. Could the issue be something to do with how nested the transforms are?

The issue link you provided calls it “warning spam”. For me this is actually also causing the lighting on this object to be lost every time I open the project.

Hello ,

The lighting issue may be a separate issue, I will need you to create a new thread for tracking purposes. After creating the new thread you can post the link in a reply here and some can follow up. I have provided some questions for you to answer for your new thread.

Questions for new thread:

  1. Can you reproduce this issue in a clean project?
  2. If so, could you provide a detailed list of steps to reproduce this issue on our end?
  3. Could you provide screen shots of the issue along with any assets that may be involved?
  4. If you rebuild lighting does this resolve your issue?

Make it a great day

Hey ,

I just tried un-nesting the asset, and it seems to work fine. Although it’s helpful to have the more complex version of the asset, I can definitely work around it and just use the individual components. Thanks for your help!

It says it was marked as resolved, but I had this error occur with UE 4.20.3, but for a sublevel.

LogSpawn: Warning: UWorld::DestroyActor: World has no context! World: Alpha_SubLevel, 
Actor: /Game/Maps/Alpha_SubLevel.Alpha_SubLevel:PersistentLevel.REINST_Alpha_SubLevel_C_0

I have the same issue, but in 4.22 preview.

Same in 4.21.2 with streamed sublevel.

I have the same Problem with my Sublevel in 4.21.2 “LogSpawn: Warning: UWorld::DestroyActor: World has no context! World: heightmap_x1_y3, Actor: /Game/SGT/Maps/Multiplayer/OpenWorld/heightmap/heightmap_x1_y3.heightmap_x1_y3:PersistentLevel.REINST_heightmap_x1_y3_C_0”

Also getting this issue with a streamed sublevel, the actor in question also has the REINST_ prefix in it’s name… maybe that offers a clue?

This issue came back in 4.22.3

I’m using lighting scenarios and the problem is when you 're saving it, go to another map and come back, all the sublevels actors have their transforms reset to 0 and it’s breaking the lighting.

same problem for me:
spam of these in the logs

LogTemp:
UUserInventoryInterface::Serialize
(save) LogSavePackage: Moving
‘…/…/…/DCGame/Saved/MAP_fantasy_trainbando_track03_AA41E62E24ABA456BF8F265847C30576E.tmp’
to
‘…/…/…/DCGame/Saved/Autosaves/Game/levels/MAP_fantasy_trainbando_track03_Auto1.umap’
LogSpawn: Warning:
UWorld::DestroyActor: World has no
context! World:
MAP_fantasy_trainbando_track04, Actor:
/Game/levels/MAP_fantasy_trainbando_track04.MAP_fantasy_trainbando_track04:PersistentLevel.REINST_MAP_fantasy_trainbando_track04_C_0

and i lose the baked lightmaps for foliage meshes every time i open the level

using lighting scenarios levels

I had same problem with 4.23 project that I recently upgraded from a previous project:

LogSpawn: Warning: UWorld::DestroyActor: World has no context! World: TestMap1, Actor: /Game/Multiplayer/Maps/TestMap1.TestMap1:PersistentLevel.REINST_TestMap1_C_0

Possibly related: I am loading maps using level streaming and it appears that I cannot get any of my maps/sub-levels to load.