Cannot rename map through "save current as..."

Hello,

I am having issues trying to rename my level through the “save current as…” option in the file menu

Saving the level normally works fine, however when I try to save current as, I am presented with this error message.

270121-errormessage.png

When I try to find the chain of references I am given this crash report:

Fatal error: [File:D:\Build++UE4\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\Obj.cpp] [Line: 200] Renaming an object (SaveTest_C /Game/SaveTest.Default__SaveTest_C) on top of an existing object (REINST_SaveTest_C_27 /Engine/Transient.Default__SaveTest_C) is not allowed

UE4Editor_Core!FDebug::AssertFailed() [d:\build++ue4\sync\engine\source\runtime\core\private\misc\assertionmacros.cpp:417]
UE4Editor_CoreUObject!UObject::Rename() [d:\build++ue4\sync\engine\source\runtime\coreuobject\private\uobject\obj.cpp:200]
UE4Editor_Engine!AActor::Rename() [d:\build++ue4\sync\engine\source\runtime\engine\private\actor.cpp:861]
UE4Editor_CoreUObject!UClass::Rename() [d:\build++ue4\sync\engine\source\runtime\coreuobject\private\uobject\class.cpp:3143]
UE4Editor_Engine!UBlueprint::RenameGeneratedClasses() [d:\build++ue4\sync\engine\source\runtime\engine\private\blueprint.cpp:537]
UE4Editor_Engine!UBlueprint::Rename() [d:\build++ue4\sync\engine\source\runtime\engine\private\blueprint.cpp:562]
UE4Editor_Engine!UWorld::Rename() [d:\build++ue4\sync\engine\source\runtime\engine\private\world.cpp:595]
UE4Editor_UnrealEd!SaveWorld() [d:\build++ue4\sync\engine\source\editor\unrealed\private\filehelpers.cpp:746]
UE4Editor_UnrealEd!FEditorFileUtils::SaveMap() [d:\build++ue4\sync\engine\source\editor\unrealed\private\filehelpers.cpp:2488]
UE4Editor_UnrealEd!SaveAsImplementation() [d:\build++ue4\sync\engine\source\editor\unrealed\private\filehelpers.cpp:1041]
UE4Editor_UnrealEd!FEditorFileUtils::SaveLevelAs() [d:\build++ue4\sync\engine\source\editor\unrealed\private\filehelpers.cpp:1226]
UE4Editor_LevelEditor!FLevelEditorActionCallbacks::SaveCurrentAs() [d:\build++ue4\sync\engine\source\editor\leveleditor\private\leveleditoractions.cpp:413]
UE4Editor_LevelEditor!TBaseStaticDelegateInstance::ExecuteIfSafe() [d:\build++ue4\sync\engine\source\runtime\core\public\delegates\delegateinstancesimpl.h:813]
UE4Editor_Slate!FUICommandList::ExecuteAction() [d:\build++ue4\sync\engine\source\runtime\slate\private\framework\commands\uicommandlist.cpp:97]
UE4Editor_Slate!SMenuEntryBlock::OnClicked() [d:\build++ue4\sync\engine\source\runtime\slate\private\framework\multibox\smenuentryblock.cpp:1028]
UE4Editor_Slate!SMenuEntryBlock::OnMenuItemButtonClicked() [d:\build++ue4\sync\engine\source\runtime\slate\private\framework\multibox\smenuentryblock.cpp:988]
UE4Editor_Slate!TBaseSPMethodDelegateInstance<0,SMenuEntryBlock,0,FReply __cdecl(void)>::Execute() [d:\build++ue4\sync\engine\source\runtime\core\public\delegates\delegateinstancesimpl.h:279]
UE4Editor_Slate!SButton::OnMouseButtonUp() [d:\build++ue4\sync\engine\source\runtime\slate\private\widgets\input\sbutton.cpp:290]
UE4Editor_Slate!SMenuEntryButton::OnMouseButtonUp() [d:\build++ue4\sync\engine\source\runtime\slate\private\framework\multibox\smenuentryblock.cpp:385]
UE4Editor_Slate!FEventRouter::Route >() [d:\build++ue4\sync\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:270]
UE4Editor_Slate!FSlateApplication::RoutePointerUpEvent() [d:\build++ue4\sync\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:5528]
UE4Editor_Slate!FSlateApplication::ProcessMouseButtonUpEvent() [d:\build++ue4\sync\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:6087]
UE4Editor_Slate!FSlateApplication::OnMouseUp() [d:\build++ue4\sync\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:6060]
UE4Editor_ApplicationCore!FWindowsApplication::ProcessDeferredMessage() [d:\build++ue4\sync\engine\source\runtime\applicationcore\private\windows\windowsapplication.cpp:1831]
UE4Editor_ApplicationCore!FWindowsApplication::DeferMessage() [d:\build++ue4\sync\engine\source\runtime\applicationcore\private\windows\windowsapplication.cpp:2281]
UE4Editor_ApplicationCore!FWindowsApplication::ProcessMessage() [d:\build++ue4\sync\engine\source\runtime\applicationcore\private\windows\windowsapplication.cpp:929]
UE4Editor_ApplicationCore!FWindowsApplication::AppWndProc() [d:\build++ue4\sync\engine\source\runtime\applicationcore\private\windows\windowsapplication.cpp:766]
user32
user32
UE4Editor_ApplicationCore!FWindowsPlatformApplicationMisc::PumpMessages() [d:\build++ue4\sync\engine\source\runtime\applicationcore\private\windows\windowsplatformapplicationmisc.cpp:130]
UE4Editor!FEngineLoop::Tick() [d:\build++ue4\sync\engine\source\runtime\launch\private\launchengineloop.cpp:3615]
UE4Editor!GuardedMain() [d:\build++ue4\sync\engine\source\runtime\launch\private\launch.cpp:174]
UE4Editor!GuardedMainWrapper() [d:\build++ue4\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:145]
UE4Editor!WinMain() [d:\build++ue4\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:276]
UE4Editor!__scrt_common_main_seh() [f:\dd\vctools\crt\vcstartup\src\startup\exe_common.inl:283]
kernel32
ntdll

I have a suspicion that in the fatal error message that the problem has something to do with this part “(REINST_SaveTest_C_27 /Engine/Transient.Default_SaveTest_C)”

Can somebody please help me resolve this issue?

I had this and ended up having to copy and paste everything into a new map before I can save normally.

In the end, it was the quickest solution ( doesn’t take as long as you might think ).

1 Like

Thank you that was helpful