Assertion failed: !F->GetSuperFunction() ... 4.18 can't open maps. BPs fine though

Updated project 4.17->4.18 Can’t open maps at all. Blueprints seem fine so far though. Please don’t say that the maps won’t open ever… that would suck…and mean I would have to stay in 4.17 which sucks for other reasons. :frowning:

Assertion failed: !F->GetSuperFunction() || (F->GetSuperFunction()->FunctionFlags&FUNC_NetFuncFlags) == (F->FunctionFlags&FUNC_NetFuncFlags) [File:D:\Build\++UE4+Release-4.18+Compile\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\Class.cpp] [Line: 3068]

UE4Editor_Core!FDebug::AssertFailed() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\core\private\misc\assertionmacros.cpp:414]
UE4Editor_CoreUObject!UClass::Link() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\coreuobject\private\uobject\class.cpp:3069]
UE4Editor_Engine!UBlueprintGeneratedClass::Link() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\engine\private\blueprintgeneratedclass.cpp:1367]
UE4Editor_CoreUObject!UClass::Serialize() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\coreuobject\private\uobject\class.cpp:3531]
UE4Editor_Engine!UBlueprintGeneratedClass::Serialize() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\engine\private\blueprintgeneratedclass.cpp:1460]
UE4Editor_CoreUObject!FLinkerLoad::Preload() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\coreuobject\private\uobject\linkerload.cpp:3300]
UE4Editor_CoreUObject!FLinkerLoad::CreateExport() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\coreuobject\private\uobject\linkerload.cpp:4018]
UE4Editor_CoreUObject!FLinkerLoad::IndexToObject() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\coreuobject\private\uobject\linkerload.cpp:4241]
UE4Editor_CoreUObject!FLinkerLoad::CreateExport() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\coreuobject\private\uobject\linkerload.cpp:3711]
UE4Editor_CoreUObject!FLinkerLoad::CreateExportAndPreload() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\coreuobject\private\uobject\linkerload.cpp:2744]
UE4Editor_CoreUObject!FLinkerLoad::LoadAllObjects() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\coreuobject\private\uobject\linkerload.cpp:2902]
UE4Editor_CoreUObject!LoadPackageInternal() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\coreuobject\private\uobject\uobjectglobals.cpp:1322]
UE4Editor_CoreUObject!FLinkerLoad::VerifyImportInner() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\coreuobject\private\uobject\linkerload.cpp:2421]
UE4Editor_CoreUObject!FLinkerLoad::VerifyImport() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\coreuobject\private\uobject\linkerload.cpp:2177]
UE4Editor_CoreUObject!FLinkerLoad::VerifyImportInner() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\coreuobject\private\uobject\linkerload.cpp:2469]
UE4Editor_CoreUObject!FLinkerLoad::VerifyImport() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\coreuobject\private\uobject\linkerload.cpp:2177]
UE4Editor_CoreUObject!FLinkerLoad::Verify() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\coreuobject\private\uobject\linkerload.cpp:1956]
UE4Editor_CoreUObject!FLinkerLoad::FinalizeCreation() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\coreuobject\private\uobject\linkerload.cpp:1866]
UE4Editor_CoreUObject!FLinkerLoad::Tick() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\coreuobject\private\uobject\linkerload.cpp:735]
UE4Editor_CoreUObject!FLinkerLoad::CreateLinker() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\coreuobject\private\uobject\linkerload.cpp:438]
UE4Editor_CoreUObject!GetPackageLinker() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\coreuobject\private\uobject\linker.cpp:690]
UE4Editor_CoreUObject!LoadPackageInternal() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\coreuobject\private\uobject\uobjectglobals.cpp:1234]
UE4Editor_CoreUObject!LoadPackage() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\coreuobject\private\uobject\uobjectglobals.cpp:1430]
UE4Editor_UnrealEd!UEditorEngine::Map_Load() [d:\build\++ue4+release-4.18+compile\sync\engine\source\editor\unrealed\private\editorserver.cpp:2492]
UE4Editor_UnrealEd!UEditorEngine::HandleMapCommand() [d:\build\++ue4+release-4.18+compile\sync\engine\source\editor\unrealed\private\editorserver.cpp:5968]
UE4Editor_UnrealEd!UEditorEngine::Exec() [d:\build\++ue4+release-4.18+compile\sync\engine\source\editor\unrealed\private\editorserver.cpp:5445]
UE4Editor_UnrealEd!UUnrealEdEngine::Exec() [d:\build\++ue4+release-4.18+compile\sync\engine\source\editor\unrealed\private\unrealedsrv.cpp:672]
UE4Editor_UnrealEd!FEditorFileUtils::LoadMap() [d:\build\++ue4+release-4.18+compile\sync\engine\source\editor\unrealed\private\filehelpers.cpp:2229]
UE4Editor_UnrealEd!`FEditorFileUtils::LoadMap'::`2'::FLocal::HandleLevelsChosen() [d:\build\++ue4+release-4.18+compile\sync\engine\source\editor\unrealed\private\filehelpers.cpp:2063]
UE4Editor_UnrealEd!TBaseStaticDelegateInstance<void __cdecl(TArray<FAssetData,FDefaultAllocator> const & __ptr64),bool * __ptr64>::ExecuteIfSafe() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\core\public\delegates\delegateinstancesimpl.h:1027]
UE4Editor_UnrealEd!`FEditorFileUtils::OpenLevelPickingDialog'::`2'::FLocal::OnLevelsSelected() [d:\build\++ue4+release-4.18+compile\sync\engine\source\editor\unrealed\private\filehelpers.cpp:1844]
UE4Editor_UnrealEd!TBaseStaticDelegateInstance<void __cdecl(TArray<FAssetData,FDefaultAllocator> const & __ptr64),TBaseDelegate<void,TArray<FAssetData,FDefaultAllocator> const & __ptr64> >::ExecuteIfSafe() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\core\public\delegates\delegateinstancesimpl.h:1027]
UE4Editor_ContentBrowser!SAssetDialog::ChooseAssetsForOpen() [d:\build\++ue4+release-4.18+compile\sync\engine\source\editor\contentbrowser\private\sassetdialog.cpp:945]
UE4Editor_ContentBrowser!SAssetDialog::OnAssetsActivated() [d:\build\++ue4+release-4.18+compile\sync\engine\source\editor\contentbrowser\private\sassetdialog.cpp:862]
UE4Editor_ContentBrowser!TBaseSPMethodDelegateInstance<0,SAssetDialog,0,TTypeWrapper<void> __cdecl(TArray<FAssetData,FDefaultAllocator> const & __ptr64,enum EAssetTypeActivationMethod::Type)>::Execute() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\core\public\delegates\delegateinstancesimpl.h:327]
UE4Editor_ContentBrowser!TBaseSPMethodDelegateInstance<0,SAssetDialog,0,void __cdecl(TArray<FAssetData,FDefaultAllocator> const & __ptr64,enum EAssetTypeActivationMethod::Type)>::ExecuteIfSafe() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\core\public\delegates\delegateinstancesimpl.h:434]
UE4Editor_ContentBrowser!TBaseSPMethodDelegateInstance<0,SAssetPicker,0,TTypeWrapper<void> __cdecl(TArray<FAssetData,FDefaultAllocator> const & __ptr64,enum EAssetTypeActivationMethod::Type)>::Execute() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\core\public\delegates\delegateinstancesimpl.h:327]
UE4Editor_ContentBrowser!TBaseSPMethodDelegateInstance<0,SAssetPicker,0,void __cdecl(TArray<FAssetData,FDefaultAllocator> const & __ptr64,enum EAssetTypeActivationMethod::Type)>::ExecuteIfSafe() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\core\public\delegates\delegateinstancesimpl.h:434]
UE4Editor_ContentBrowser!SAssetView::OnListMouseButtonDoubleClick() [d:\build\++ue4+release-4.18+compile\sync\engine\source\editor\contentbrowser\private\sassetview.cpp:3904]
UE4Editor_ContentBrowser!TBaseSPMethodDelegateInstance<0,SAssetView,0,TTypeWrapper<void> __cdecl(TSharedPtr<FAssetViewItem,0>)>::Execute() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\core\public\delegates\delegateinstancesimpl.h:327]
UE4Editor_ContentBrowser!TBaseSPMethodDelegateInstance<0,SAssetView,0,void __cdecl(TSharedPtr<FAssetViewItem,0>)>::ExecuteIfSafe() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\core\public\delegates\delegateinstancesimpl.h:434]
UE4Editor_ContentBrowser!TBaseDelegate<void,TSharedPtr<FAssetViewItem,0> >::ExecuteIfBound() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\core\public\delegates\delegatesignatureimpl.inl:624]
UE4Editor_ContentBrowser!SListView<TSharedPtr<FAssetViewItem,0> >::Private_OnItemDoubleClicked() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\slate\public\widgets\views\slistview.h:805]
UE4Editor_ContentBrowser!STableRow<TSharedPtr<FAssetViewItem,0> >::OnMouseButtonDoubleClick() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\slate\public\widgets\views\stablerow.h:288]
UE4Editor_Slate!<lambda_eeb33fd1b480e3cad58a1531d90d2e14>::operator()() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:5695]
UE4Editor_Slate!FEventRouter::Route<FReply,FEventRouter::FBubblePolicy,FPointerEvent,<lambda_eeb33fd1b480e3cad58a1531d90d2e14> >() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:234]
UE4Editor_Slate!FSlateApplication::RoutePointerDoubleClickEvent() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:5693]
UE4Editor_Slate!FSlateApplication::ProcessMouseButtonDoubleClickEvent() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:5680]
UE4Editor_Slate!FSlateApplication::OnMouseDoubleClick() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:5656]
UE4Editor_ApplicationCore!FWindowsApplication::ProcessDeferredMessage() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\applicationcore\private\windows\windowsapplication.cpp:1729]
UE4Editor_ApplicationCore!FWindowsApplication::DeferMessage() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\applicationcore\private\windows\windowsapplication.cpp:2171]
UE4Editor_ApplicationCore!FWindowsApplication::ProcessMessage() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\applicationcore\private\windows\windowsapplication.cpp:888]
UE4Editor_ApplicationCore!FWindowsApplication::AppWndProc() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\applicationcore\private\windows\windowsapplication.cpp:725]
user32
user32
rxcore
user32
user32
UE4Editor_ApplicationCore!FWindowsPlatformApplicationMisc::PumpMessages() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\applicationcore\private\windows\windowsplatformapplicationmisc.cpp:129]
UE4Editor!FEngineLoop::Tick() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\launch\private\launchengineloop.cpp:3220]
UE4Editor!GuardedMain() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\launch\private\launch.cpp:166]
UE4Editor!GuardedMainWrapper() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:134]
UE4Editor!WinMain() [d:\build\++ue4+release-4.18+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
ntdll

CrashLog

Crash Log was attached with the original message, named “CrashLog”. I have since reverted my changes back to 4.17. So I won’t be getting those errors anymore. So no idea where to get that Machine/Epic ID number at. I know what you’re talking about… I guess I could try to crash some random project.

All I did was updated-in-place my project from 4.17->4.18, tried to open a map and it would crash with that symbol debug. If I opened up Blueprints, it was just fine. So somehow it seems the update corrupted maps…which is crazy because it usually corrupts BPs instead and not maps.

So, yes, as soon as I try to double-click or even duplicate a map, crash occurs. I can’t get the maps to load, even though the % seems to get around 50%+

This has nothing to do with Play/Simulate, because I can’t even get to those maps.

Hello,

Could you please provide your machine ID or the Epic ID that was at the top of the callstack.
If you have not already done so please be sure to submit the crash information when it appears on screen.

Lastly, if you could clarify one thing that would be a big help. When you are saying that you can not open maps at all do you mean in the editor navigating the content browser. Or are you simulating the project and the map is failing to load when pressing play.

Thanks.

Can I get your email? I feel like I shouldn’t just be giving out my Machine or Epic ID out like candy in the public.

I thought this might be an issue with GameMode inheritance like these folks: https://answers.unrealengine.com/questions/718928/4180-editor-crash-while-opening-child-blueprint.html.

So, while trying to debug this. I migrated over my 4.17 project to 4.18 blank project. Since it did not have the project settings correct, I was able to enter the game just fine.

Anyway. Originally my GameMode was actually 3 deep. Parent Class of Game Mode, Then a Game Mode for Single Player based of Parent, Then under this SP gamemode there’s an “Intro/Demo” GameMode.

But I just switched the parent class to just plain old GameMode of the Intro GM. And no dice… I’ll keep trying to debug this, but I also have a MegaJam to worry about :slight_smile:

I’ve sent a few more reports to you all today.

So, turns out one of the references from 4.17 was probably corrupted in the map, I know I probably should have only deleted one item at a time, but I was impatient and deleted a whole bunch of stuff then retested the map in the blank 4.18.

I can now confirm that I am able to open the map just fine. So it was something referenced that was causing the crash. Sadly, I can’t use Reference Viewer… because it has over 500+ references in the map alone:

Would be nice to just filter it out by dead or questionable references. Anyway. GGWP!

I am also facing this issue from upgrading to 4.18. Data loss is a serious problem that Epic should take seriously.