Map will not load after moving a child actor in a blueprint

I have created a composite actor using blueprint that contains a child actor. I moved the child actor into a scene component in my components view in the graph and now I cannot load the scene file where the blueprint is instanced. This scene file represents around 20 hours of work so reverting to an earlier version isn’t an option. If I attempt to open this map file the application crashes.

!Id:d6c993271e43016d33b3d4666d452c6d

Unknown exception - code 00000001 (first/second chance not available)

Renaming an object (CoverPoint_Actor_C //Game//Maps//map-003.map-003:PersistentLevel.CoverPoint_Actor_C_607) on top of an existing object (FreightElevator_Switch_BP_C //Game//Maps//map-003.map-003:PersistentLevel.CoverPoint_Actor_C_4) is not allowed

KERNELBASE + 37901 bytes
UE4Editor_Core + 3095292 bytes
UE4Editor_Core + 1661738 bytes
UE4Editor_CoreUObject + 1105514 bytes
UE4Editor_Engine + 1797805 bytes
UE4Editor_Engine + 2484682 bytes
UE4Editor_Engine + 2485601 bytes
UE4Editor_Engine + 1583991 bytes
UE4Editor_Engine + 1802707 bytes
UE4Editor_Engine + 4767898 bytes
UE4Editor_Engine + 9590240 bytes
UE4Editor_UnrealEd + 5500141 bytes
UE4Editor_UnrealEd + 5671434 bytes
UE4Editor_UnrealEd + 2420578 bytes
UE4Editor_UnrealEd + 2594657 bytes
UE4Editor_UnrealEd + 2540781 bytes
UE4Editor_UnrealEd + 2466449 bytes
UE4Editor_UnrealEd + 5632240 bytes
UE4Editor_UnrealEd + 2959412 bytes
UE4Editor_LevelEditor + 1562728 bytes
UE4Editor_LevelEditor + 1020650 bytes
UE4Editor_Slate + 545350 bytes
UE4Editor_Slate + 1883687 bytes
UE4Editor_Slate + 1920472 bytes
UE4Editor_Slate + 1690972 bytes
UE4Editor_Slate + 2512538 bytes
UE4Editor_Slate + 2748777 bytes
UE4Editor_Slate + 794079 bytes
UE4Editor_Slate + 727433 bytes
UE4Editor_Core + 2503893 bytes
UE4Editor_Core + 2422897 bytes
UE4Editor_Core + 2508318 bytes
UE4Editor_Core + 2410210 bytes
user32 + 105425 bytes
user32 + 104666 bytes
UE4Editor_Core + 2509510 bytes
UE4Editor!FEngineLoop::Tick() + 2877 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.4\engine\source\runtime\launch\private\launchengineloop.cpp:2080]
UE4Editor!GuardedMain() + 476 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.4\engine\source\runtime\launch\private\launch.cpp:133]
UE4Editor!GuardedMainWrapper() + 26 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.4\engine\source\runtime\launch\private\windows\launchwindows.cpp:125]
UE4Editor!WinMain() + 249 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.4\engine\source\runtime\launch\private\windows\launchwindows.cpp:201]
UE4Editor!__tmainCRTStartup() + 329 bytes [f:\dd\vctools\crt\crtw32\dllstuff\crtexe.c:618]

I was able to restore access to the scene but this is still a bug, my workflow was as follows:

  1. Rename the trouble asset in your file system (I just added a - to the end of the filename)
  2. Open the project and then open the level that was previously crashing. UE will delete the instance of the asset that is now linked to an invalid blueprint and show you a warning in the log.
  3. Save the scene file and quit UE.
  4. Restore the original blueprint filename and then reopen your project.
  5. Re-instantiate the troubled asset in your scene.

Hi Thomas,

I haven’t been able to get your results when trying to reproduce this. Could you also post some screenshots showing your setup and repro steps?

Hi Thomas,

We haven’t heard back from you in a few days, so we are marking this post as Resolved for tracking purposes. If you’re still experiencing this issue, please feel free to post back here with additional information.

Thanks, TJ