Assertion failed: Package->IsFullyLoaded() [File:D:\Epic Games\UnrealEngine\Engine\Source\Runtime\Engine\Private\PackageMapClient.cpp] [Line: 2420] Package /Game/Blueprints/Structure_Actors/Wood_Wall_BP did not become loaded after FlushAsyncLoading

why do i have to save and compile blueprints in order to play mode to not crash in editor every time i load the editor
i have to open up 6 blueprints, save them, and compile them every time i load the editor
otherwise it crashes when i go into play mode

Assertion failed: Package->IsFullyLoaded() [File:D:\Epic Games\UnrealEngine\Engine\Source\Runtime\Engine\Private\PackageMapClient.cpp] [Line: 2420]
Package /Game/Blueprints/Structure_Actors/Wood_Wall_BP did not become loaded after FlushAsyncLoading

I’m using the newest version of the engine. Tried both in GitHub version and pre-compiled.

Please help, why do I have to save/compile 6 blueprints just to hit play?

Assertion failed: Package->IsFullyLoaded() [File:D:\Epic Games\UnrealEngine\Engine\Source\Runtime\Engine\Private\PackageMapClient.cpp] [Line: 2420] 
Package /Game/Blueprints/Structure_Actors/Wood_Wall_BP did not become loaded after FlushAsyncLoading
[2017.05.11-20.32.20:514][ 55]LogWindows: Windows GetLastError: The operation completed successfully. (0)
[2017.05.11-20.32.20:514][ 55]LogCrashTracker: 


[2017.05.11-20.32.20:514][ 55]LogWindows:Error: === Critical error: ===
[2017.05.11-20.32.20:514][ 55]LogWindows:Error: 
[2017.05.11-20.32.20:514][ 55]LogWindows:Error: Assertion failed: Package->IsFullyLoaded() [File:D:\Epic Games\UnrealEngine\Engine\Source\Runtime\Engine\Private\PackageMapClient.cpp] [Line: 2420] 
[2017.05.11-20.32.20:515][ 55]LogWindows:Error: Package /Game/Blueprints/Structure_Actors/Wood_Wall_BP did not become loaded after FlushAsyncLoading

Hello poke1103,

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 settings/blueprints that may be involved?
  4. Could you provide the complete callstack that is given in the crash reporter window (including machine ID)?
  5. Could you check to make sure that the blueprints that you have to save do not have circular references?

This problem seems to have been fixed in 4.16 preview. I tried it on the preview and it works fine. However, the preview has some other issues with GetOverlappedActors() it just crashes.

I am happy that you were able to find a workaround for your previous issue. As for the issue involving the crash with GetOverlappedActors(), I will need you to create a new thread. I have provided some example questions below for information that will be helpful in narrow down what issue it is that you may be experiencing. Once you have created the new thread, you can post a reply here with a link and someone will follow up.

  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 settings/blueprints that may be involved?
  4. Could you provide the complete callstack that is given in the crash reporter window (including machine ID)?

Hello poke1103,

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,