Cannot open level after upgrade to 5.5

My project, started in 5.4, has been migrated to 5.5 and further development went on in that version. At some point(update to 5.5.1, or 5.5.2? ) I got errors on generation of PCG-volumes or spline-based PCG’s, as described in InstanceId must fit in 24 bits. - General / Feedback & Requests - Epic Developer Community Forums.
I deleted the PCG’s that caused the problem, after that, things got worse, probably after the update to 5.5.2: opening the level crashes with the same message:

Assertion failed: InstanceDesc.InstanceId <= 0xFFFFFF [File:D:\build++UE5\Sync\Engine\Source\Runtime\Renderer\Private\RayTracing\RayTracingInstanceBufferUtil.cpp] [Line: 312]
InstanceId must fit in 24 bits.

UnrealEditor_Renderer
UnrealEditor_Renderer
UnrealEditor_Renderer
UnrealEditor_Core
UnrealEditor_Core
UnrealEditor_Core
UnrealEditor_Core
UnrealEditor_Core
UnrealEditor_Core
UnrealEditor_Core
kernel32
ntdll

Of course, I get messages on opening, but still this message comes up. Given the message it mist be some instance ID but I have no clue which one.

I tried disabling raytracing but that didn’t help.
Older levels open just fine, it’s just this one that causes poblems.

Migrating this level to 5.4 crashes too:

Assertion failed: WorldSettings != nullptr [File:D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\Level.cpp] [Line: 3238]
/Game/Levels/Main4_DEADFROMMIGRATION_2.Main4:PersistentLevel

UnrealEditor_Engine
UnrealEditor_Engine
UnrealEditor_Engine
UnrealEditor_CoreUObject
UnrealEditor_CoreUObject
UnrealEditor_PCG
UnrealEditor_PCG
UnrealEditor_PCG
UnrealEditor_PCG
UnrealEditor_PCG
UnrealEditor_PCG
UnrealEditor_CoreUObject
UnrealEditor_CoreUObject
UnrealEditor_CoreUObject
UnrealEditor_CoreUObject
UnrealEditor_CoreUObject
UnrealEditor_AssetTools
UnrealEditor_AssetTools
UnrealEditor_AssetTools
UnrealEditor_AssetTools
UnrealEditor_AssetTools
UnrealEditor_AssetTools
UnrealEditor_Slate
UnrealEditor_Slate
UnrealEditor_Slate
UnrealEditor_Slate
UnrealEditor_Slate
UnrealEditor_Slate
UnrealEditor_Slate
UnrealEditor_ApplicationCore
UnrealEditor_ApplicationCore
UnrealEditor_ApplicationCore
UnrealEditor_ApplicationCore
user32
user32
UnrealEditor_ApplicationCore
UnrealEditor
UnrealEditor
UnrealEditor
UnrealEditor
UnrealEditor
UnrealEditor
kernel32
ntdll

What causes this error - how can I find out what causes the error and how can I reopen the level?

Hello there @WillemGr!

From your provided logs, your scenario could fall either in drivers or engine issues. Let’s take a few paths to resolution:

  • Please update your nVIDIA drivers, make sure you are picking the “Clean Installation” option, as well as going for the “Developer” drivers, as these have more stable settings for engine work.

  • Since your current project was on a previous version of Unreal, and its now updated to 5.5, rendering settings from the previous build could be causing a conflict. In order to reset them, please search for DefaultGame.ini file, open it wirh a notepad, and delete all settings under the header [/Script/Engine.RendererSettings]

  • To rule out hardware issues, in Unreal Engine, adjust your values for engine scalabillty, to ensure your equipment is not being exerted.

  • Test disabling Hardware Raytracing from the engine

  • Please make sure that no RTSS or overlocking are enabled for your video card while working on the engine.

  • Uncheck all SM5 in the project settings (Project Settings → Platforms → Windows).

  • Disable motion blur in postprocessing settings.

  • Remove and reinstall any mesh packs recently added to your UE.

  • Additionally, there are two settings to test in nVidia control panel: Go to Settings, and under Features → Overlay, disable the “Game filters and Photo Mode” option. After that, click on “Manage 3D Settings” in the settings menu on the left, go to Monitor Technology and select “Fixed Rate”. With these changes applied, please restart UE5.

  1. nvidia driver: I use the studio driver already, installed the latest update as triggered by nvidia app…I
  2. Scalability set to Cinematic: No change
  3. Disable hardware tracing: done - but it was needed for lighting… So no.
  4. Use default settings on the (ASUS) video card - no RTSS or overlocking (Never had issues before, and other levels just open fine…)
  5. No post-processing volume in the level - done in project settings.
  6. No new mesh packs were added in this level, just a number of spline-based PCG’s - and these seem to trigger the error!!!
  7. Settings now is in new nvidia app , changed it there. but I didn’t see any Monitor Technology in app or Nvidia control panel…

None of these made the difference . Next, I found that Lumen and MegaLights use raytracing, you have to disable these first before disabling hardware raytracing. (MegaLights is experimental, and I have a lot of lights in my scene - is it switched on in the migration to 5.5 ??? I didn;t enable it!!)
Now the level does start - though VERY slow… But it gave me the opportunity to remove the PCG’s that seem to cause problems.
I had deleted the assets in the content browser using another level, so that may have cause the next error when saving the level:

Assertion failed: InExpectedDataPtr == &InternalData [File:D:\build++UE5\Sync\Engine\Source\Runtime\TypedElementFramework\Public\Elements\Framework\TypedElementData.h] [Line: 558]
Internal data pointer did not match the expected value! Does this handle belong to a different element registry?

0x00007fff6a91fb6c UnrealEditor-Engine.dll!UnknownFunction
0x00007ff827c498de UnrealEditor-TypedElementFramework.dll!UnknownFunction
0x00007ff827c489d6 UnrealEditor-TypedElementFramework.dll!UnknownFunction
0x00007ff827c423b7 UnrealEditor-TypedElementFramework.dll!UnknownFunction
0x00007ff7e950d6d1 UnrealEditor.exe!UnknownFunction
0x00007ff7e94f8f8b UnrealEditor.exe!UnknownFunction
0x00007ff7e95157ac UnrealEditor.exe!UnknownFunction
0x00007ff7e951589a UnrealEditor.exe!UnknownFunction
0x00007ff7e9519114 UnrealEditor.exe!UnknownFunction
0x00007ff7e952bd04 UnrealEditor.exe!UnknownFunction
0x00007ff7e952f0ba UnrealEditor.exe!UnknownFunction
0x00007ff859abe8d7 KERNEL32.DLL!UnknownFunction

Restarted with these settings - without problems.
Reset everything except scalabiliy (I will use cinematic anyway).

Conclusion: the PCG’s I use to create a forest inside a close-loop spline, and excluding areas defined by a spline, PCG on a spline and closed-loop spline interiors that I use since 5.0, cause a problem in 5.5 - see my post InstanceId must fit in 24 bits. - General / Feedback & Requests - Epic Developer Community Forums

1 Like

This topic was automatically closed 30 days after the last reply. New replies are no longer allowed.