Hello, I am fairly new to unreal engine and have been playing around with custom foliage, I am using paperzd to create sprites and making foliage out of the blueprint of the sprites. Any advice how to stop it from crashing whenever I delete the foilage. It does not happen when I delete the blueprint itself just the foilage in the foliage mode.
Here is the crash report:
Assertion failed: RemoveCount == 1 [File:D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Public\Instances\InstancedPlacementHash.h] [Line: 98]
UnrealEditor_Foliage!FFoliageInfo::RemoveInstances() [D:\build++UE5\Sync\Engine\Source\Runtime\Foliage\Private\InstancedFoliage.cpp:2402]
UnrealEditor_Foliage!AInstancedFoliageActor::DeleteFoliageActorInstance() [D:\build++UE5\Sync\Engine\Source\Runtime\Foliage\Private\InstancedFoliage.cpp:5030]
UnrealEditor_FoliageEdit!UFoliageEditorSubsystem::OnActorDeleted() [D:\build++UE5\Sync\Engine\Source\Editor\FoliageEdit\Private\FoliageEditorSubsystem.cpp:169]
UnrealEditor_FoliageEdit!TBaseUObjectMethodDelegateInstance<0,UFoliageEditorSubsystem,void __cdecl(AActor *),FDefaultDelegateUserPolicy>::ExecuteIfSafe() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Delegates\DelegateInstancesImpl.h:667]
UnrealEditor_Engine!TMulticastDelegate<void __cdecl(AActor *),FDefaultDelegateUserPolicy>::Broadcast() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Delegates\DelegateSignatureImpl.inl:956]
UnrealEditor_Engine!UWorld::DestroyActor() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\LevelActor.cpp:997]
UnrealEditor_Foliage!FFoliageActor::RemoveInstance() [D:\build++UE5\Sync\Engine\Source\Runtime\Foliage\Private\FoliageActor.cpp:155]
UnrealEditor_Foliage!FFoliageInfo::RemoveInstancesImpl() [D:\build++UE5\Sync\Engine\Source\Runtime\Foliage\Private\InstancedFoliage.cpp:2442]
UnrealEditor_Foliage!FFoliageInfo::RemoveInstances() [D:\build++UE5\Sync\Engine\Source\Runtime\Foliage\Private\InstancedFoliage.cpp:2402]
UnrealEditor_FoliageEdit!FEdModeFoliage::RemoveSelectedInstances'::
14’::<lambda_1>::operator()() [D:\build++UE5\Sync\Engine\Source\Editor\FoliageEdit\Private\FoliageEdMode.cpp:2058]
UnrealEditor_Foliage!AInstancedFoliageActor::ForEachFoliageInfo() [D:\build++UE5\Sync\Engine\Source\Runtime\Foliage\Private\InstancedFoliage.cpp:3004]
UnrealEditor_FoliageEdit!FEdModeFoliage::RemoveSelectedInstances() [D:\build++UE5\Sync\Engine\Source\Editor\FoliageEdit\Private\FoliageEdMode.cpp:2035]
UnrealEditor_FoliageEdit!FEdModeFoliage::InputKey() [D:\build++UE5\Sync\Engine\Source\Editor\FoliageEdit\Private\FoliageEdMode.cpp:3707]
UnrealEditor_UnrealEd!ULegacyEdModeWrapper::InputKey() [D:\build++UE5\Sync\Engine\Source\Editor\UnrealEd\Private\Tools\LegacyEdMode.cpp:194]
UnrealEditor_UnrealEd!FEditorModeTools::InputKey'::
2’::<lambda_1>::operator()() [D:\build++UE5\Sync\Engine\Source\Editor\UnrealEd\Private\EditorModeManager.cpp:1326]
UnrealEditor_UnrealEd!FEditorModeTools::ForEachEdMode() [D:\build++UE5\Sync\Engine\Source\Editor\UnrealEd\Private\EditorModeManager.cpp:621]
UnrealEditor_UnrealEd!FEditorModeTools::InputKey() [D:\build++UE5\Sync\Engine\Source\Editor\UnrealEd\Private\EditorModeManager.cpp:1321]
UnrealEditor_UnrealEd!FEditorViewportClient::Internal_InputKey() [D:\build++UE5\Sync\Engine\Source\Editor\UnrealEd\Private\EditorViewportClient.cpp:2948]
UnrealEditor_UnrealEd!FLevelEditorViewportClient::InputKey() [D:\build++UE5\Sync\Engine\Source\Editor\UnrealEd\Private\LevelEditorViewport.cpp:3082]
UnrealEditor_Engine!FSceneViewport::OnKeyDown() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\Slate\SceneViewport.cpp:1066]
UnrealEditor_Slate!SViewport::OnKeyDown() [D:\build++UE5\Sync\Engine\Source\Runtime\Slate\Private\Widgets\SViewport.cpp:287]
UnrealEditor_Slate!FEventRouter::Route<FReply,FEventRouter::FBubblePolicy,FKeyEvent,FSlateApplication::ProcessKeyDownEvent'::
22’::<lambda_2> >() [D:\build++UE5\Sync\Engine\Source\Runtime\Slate\Private\Framework\Application\SlateApplication.cpp:447]
UnrealEditor_Slate!FSlateApplication::ProcessKeyDownEvent() [D:\build++UE5\Sync\Engine\Source\Runtime\Slate\Private\Framework\Application\SlateApplication.cpp:4710]
UnrealEditor_Slate!FSlateApplication::OnKeyDown() [D:\build++UE5\Sync\Engine\Source\Runtime\Slate\Private\Framework\Application\SlateApplication.cpp:4621]
UnrealEditor_ApplicationCore!FWindowsApplication::ProcessDeferredMessage() [D:\build++UE5\Sync\Engine\Source\Runtime\ApplicationCore\Private\Windows\WindowsApplication.cpp:2066]
UnrealEditor_ApplicationCore!FWindowsApplication::DeferMessage() [D:\build++UE5\Sync\Engine\Source\Runtime\ApplicationCore\Private\Windows\WindowsApplication.cpp:2738]
UnrealEditor_ApplicationCore!FWindowsApplication::ProcessMessage() [D:\build++UE5\Sync\Engine\Source\Runtime\ApplicationCore\Private\Windows\WindowsApplication.cpp:1099]
UnrealEditor_ApplicationCore!FWindowsApplication::AppWndProc() [D:\build++UE5\Sync\Engine\Source\Runtime\ApplicationCore\Private\Windows\WindowsApplication.cpp:937]
user32
user32
UnrealEditor_ApplicationCore!FWindowsPlatformApplicationMisc::PumpMessages() [D:\build++UE5\Sync\Engine\Source\Runtime\ApplicationCore\Private\Windows\WindowsPlatformApplicationMisc.cpp:148]
UnrealEditor!FEngineLoop::Tick() [D:\build++UE5\Sync\Engine\Source\Runtime\Launch\Private\LaunchEngineLoop.cpp:5749]
UnrealEditor!GuardedMain() [D:\build++UE5\Sync\Engine\Source\Runtime\Launch\Private\Launch.cpp:188]
UnrealEditor!GuardedMainWrapper() [D:\build++UE5\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:118]
UnrealEditor!LaunchWindowsStartup() [D:\build++UE5\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:258]
UnrealEditor!WinMain() [D:\build++UE5\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:298]
UnrealEditor!__scrt_common_main_seh() [D:\a_work\1\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl:288]
kernel32
ntdll