Assertion Failed when opening a level

Hi all,
I tried packaging a project on a couple of android devices. It works fine until I open any level. (Nothing fancy. Just “Open Level” node.)

Sometimes it is successfully loaded but most of the times the app gets terminated printing out the message below.

LogPlayLevel: adb: 11-27 19:31:34.773 10563 10598 D UE4 : [2017.11.27-10.31.34:773][ 2]Assertion failed: Assertion failed: !GEventDrivenLoaderEnabled || !bLockoutLegacyOperations || !EVENT_DRIVEN_ASYNC_LOAD_ACTIVE_AT_RUNTIME [File:D:\Build++UE4+Release-4.17+Compile\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\LinkerLoad.cpp] [Line: 3114]

I googled and barely found info on this matter. I did found this(4.16 dedicated servers - can't load large maps - Programming & Scripting - Epic Developer Community Forums), but my levels are not large at all and I’m not running any server. Nonetheless I tried the solution both TheJamsh and BPANDREW suggested; turning off event driven loader. Only to find out it doesn’t work for my case.

What’s confusing to me the most is that I didn’t even know that functionality existed. Hence I wasn’t even planning to use it.

Does anyone have any idea why this is happening?

Thanks in advance.

I’m hitting the same error when trying to load my packaged game’s main menu

Assertion failed: !GEventDrivenLoaderEnabled || !bLockoutLegacyOperations || !EVENT_DRIVEN_ASYNC_LOAD_ACTIVE_AT_RUNTIME

Any Solution to this yet? i am getting the same thing

I’m getting this too, just curious, do you have a call stack? Mine looked like this and I was wondering if you also have UInstancedStaticMeshComponent.

Assertion failed: !GEventDrivenLoaderEnabled || !bLockoutLegacyOperations || !EVENT_DRIVEN_ASYNC_LOAD_ACTIVE_AT_RUNTIME [File:E:\Pixel\ue4-tip\Engine\Source\Runtime\CoreUObject\Private\UObject\LinkerLoad.cpp] [Line: 3114]

[Callstack] 0x03ca333d - USimpleConstructionScript::PreloadChain()
[Callstack] 0x0330ad77 - UBlueprintGeneratedClass::FindArchetype(UClass*, FName) const
[Callstack] 0x0140687d - UObject::GetArchetypeFromRequiredInfo(UClass*, UObject*, FName, EObjectFlags)
[Callstack] 0x0143081d - FObjectInitializer::CreateDefaultSubobject(UObject*, FName, UClass*, UClass*, bool, bool, bool) const
[Callstack] 0x036ed644 - UInstancedStaticMeshComponent::UInstancedStaticMeshComponent(FObjectInitializer const&)
[Callstack] 0x01423b74 - StaticConstructObject_Internal(UClass*, UObject*, FName, EObjectFlags, EInternalObjectFlags, UObject*, bool, FObjectInstancingGraph*, bool)
[Callstack] 0x01209d88 - FAsyncPackage::EventDrivenCreateExport(int)
[Callstack] 0x012026bc - FAsyncPackage::ProcessImportsAndExports_Event()
[Callstack] 0x0120205f - FAsyncPackage::Event_ProcessImportsAndExports()
[Callstack] 0x01214b27 - FAsyncLoadEventQueue::PopAndExecute(FAsyncLoadEventArgs&)
[Callstack] 0x012133f7 - FAsyncLoadingThread::ProcessAsyncLoading(int&, bool, bool, float, FFlushTree*)
[Callstack] 0x0121b07a - FAsyncLoadingThread::TickAsyncThread(bool, bool, float, bool&, FFlushTree*)
[Callstack] 0x0121d64b - FAsyncLoadingThread::Run()
[Callstack] 0x00e35e7e - FRunnableThreadPThread::Run()
[Callstack] 0x00e20eb3 - FRunnableThreadPThread::_ThreadProc(void*)
[Callstack] 0x800006d40 - *** UNKNOWN ***

Not sure How to get the callStack,
but I do know that yes I am using UInstancedStaticMeshComponent.

Assertion failed: !GEventDrivenLoaderEnabled || !bLockoutLegacyOperations || !EVENT_DRIVEN_ASYNC_LOAD_ACTIVE_AT_RUNTIME
[File:D:\Build++UE4+Release-4.18+Compile\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\LinkerLoad.cpp] [Line: 3126]

I can get the Project to run but only if i run it from the desktop