Persistent levels not unloading with Open Level node

here is the log
I’m having a crash caused by my persistent levels not unloading when I leave them. When I go to start that level again its already loaded and causes a bug with one of my plugins that results in a crash. How do I fix this?

Assertion failed: !HasAnyFlags(RF_NeedLoad|RF_NeedPostLoad) [File:D:\Build++UE4+Release-4.17+Compile\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\UObjectLinker.cpp] [Line: 105] Detaching from existing linker for …/…/…/…/…/…/Users/micke/Perforce/Mickemoose_DEREK-LAPPY_838/WPBUE4/Content/DaxterStateMachine.uasset while object PaperZDAnimTrack /Game/DaxterStateMachine.Default__DaxterStateMachine_C:PaperZDAnimTrack_52 needs loaded

UE4Editor_Core!FDebug::AssertFailed() [d:\build++ue4+release-4.17+compile\sync\engine\source\runtime\core\private\misc\assertionmacros.cpp:349] UE4Editor_CoreUObject!UObject::SetLinker() [d:\build++ue4+release-4.17+compile\sync\engine\source\runtime\coreuobject\private\uobject\uobjectlinker.cpp:105] UE4Editor_CoreUObject!FLinkerLoad::Detach() [d:\build++ue4+release-4.17+compile\sync\engine\source\runtime\coreuobject\private\uobject\linkerload.cpp:4328] UE4Editor_CoreUObject!FLinkerManager::ResetLoaders() [d:\build++ue4+release-4.17+compile\sync\engine\source\runtime\coreuobject\private\uobject\linkermanager.cpp:141] UE4Editor_CoreUObject!UObject::Rename() [d:\build++ue4+release-4.17+compile\sync\engine\source\runtime\coreuobject\private\uobject\obj.cpp:213] UE4Editor_Engine!UWorld::RenameToPIEWorld() [d:\build++ue4+release-4.17+compile\sync\engine\source\runtime\engine\private\world.cpp:2519] UE4Editor_Engine!UEngine::LoadMap() [d:\build++ue4+release-4.17+compile\sync\engine\source\runtime\engine\private\unrealengine.cpp:10270] UE4Editor_Engine!UEngine::Browse() [d:\build++ue4+release-4.17+compile\sync\engine\source\runtime\engine\private\unrealengine.cpp:9685] UE4Editor_Engine!UEngine::TickWorldTravel() [d:\build++ue4+release-4.17+compile\sync\engine\source\runtime\engine\private\unrealengine.cpp:9874] UE4Editor_UnrealEd!UEditorEngine::Tick() [d:\build++ue4+release-4.17+compile\sync\engine\source\editor\unrealed\private\editorengine.cpp:1596] UE4Editor_UnrealEd!UUnrealEdEngine::Tick() [d:\build++ue4+release-4.17+compile\sync\engine\source\editor\unrealed\private\unrealedengine.cpp:402] UE4Editor!FEngineLoop::Tick() [d:\build++ue4+release-4.17+compile\sync\engine\source\runtime\launch\private\launchengineloop.cpp:3215] UE4Editor!GuardedMain() [d:\build++ue4+release-4.17+compile\sync\engine\source\runtime\launch\private\launch.cpp:166] UE4Editor!GuardedMainWrapper() [d:\build++ue4+release-4.17+compile\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:134] UE4Editor!WinMain() [d:\build++ue4+release-4.17+compile\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:210] UE4Editor!__scrt_common_main_seh() [f:\dd\vctools\crt\vcstartup\src\startup\exe_common.inl:253] kernel32

Do you have any screenshots or logs of the crash? Without knowing what the crash is it could be one of many things?
Also, how are you current levels set up and do you do any streaming or just use the OpenLevel node?

The crash is caused by a bug with the level loading and a plugin we use. We’ve debugged the crash for the last 2 weeks and we know it is caused by the level not being unloaded when we try to enter it again.

We use Open Level nodes every level is persistent.

that still doesnt tell us much about your project, code, and the issue at hand. provide more details like crash reports, logs, screenshots, and what plugins your using.

Assertion failed: !HasAnyFlags(RF_NeedLoad|RF_NeedPostLoad) [File:D:\Build++UE4+Release-4.17+Compile\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\UObjectLinker.cpp] [Line: 105] Detaching from existing linker for …/…/…/…/…/…/Users/micke/Perforce/Mickemoose_DEREK-LAPPY_838/WPBUE4/Content/DaxterStateMachine.uasset while object PaperZDAnimTrack /Game/DaxterStateMachine.Default__DaxterStateMachine_C:PaperZDAnimTrack_52 needs loaded