Add Level_B into Level_A (Levels drop down -> Add Existing -> Level_B)
Reopen Level_A to make sure changes are saved
Run the “Create PCG Assets from Level(s)” command on Level_B (right click on Level_B in the content browser -> Asset Actions -> Create PCG Assets from Level(s))
If you are missing the command in Asset Actions, make sure you have Procedural Content Generation Framework (PCG) plugin enabled.
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After looking deeper into this problem, the editor crashes on this subsystem check inside
Steps to Reproduce
I’ve encountered an editor crash when using the “Asset Actions -> Create PCG Assets from Level(s)” command. When this command is used on a level that exists as a sublevel of another loaded level the editor always crashes. This can be easily reproduced in an empty project (see reproduction steps below).
Hi Lukas, can you confirm that this does not crash if the sub level you are trying to create the PCG Asset from isn’t loaded?
I think I understand the issue, the issue is that sub-levels do not have subsystems, only the main level (world) has them. When exporting expect the world being passed to be a main world, this is not possible if the world being passed is actually a sub-world (sub-level).
We will make sure it doesn’t crash but the fix is probably to notify the user to close the level before exporting.
If I don’t add the existing level (Level_B) into the other level (Level_A) as sublevel, then creating the PCG Asset works fine. No matter if I have the level opened or not.
Yes that is expected, what I wanted you to test is adding keeping it as a sub-level of A but unloading level A so that level B is no longer loaded as a sub-level, then trying to export and it should work.