So here’s the callstack of the assert
UnrealEditor-Engine-Win64-Debug.dll!UWorldPartition::Initialize(UWorld * InWorld, const UE::Math::TTransform<double> & InTransform) Line 793 C++
UnrealEditor-Engine-Win64-Debug.dll!ULevel::OnLevelLoaded() Line 3552 C++
UnrealEditor-Engine-Win64-Debug.dll!ULevelStreaming::SetLoadedLevel(ULevel * Level) Line 1413 C++
UnrealEditor-Engine-Win64-Debug.dll!ULevelStreaming::PrepareLoadedLevel(ULevel * InLevel, UPackage * InLevelPackage, int InPIEInstanceID) Line 1476 C++
UnrealEditor-Engine-Win64-Debug.dll!ULevelStreaming::RequestLevel(UWorld * PersistentWorld, bool bAllowLevelLoadRequests, ULevelStreaming::EReqLevelBlock BlockPolicy) Line 1701 C++
UnrealEditor-Engine-Win64-Debug.dll!ULevelStreaming::UpdateStreamingState::__l2::<lambda_1>::operator()() Line 1008 C++
UnrealEditor-Engine-Win64-Debug.dll!ULevelStreaming::UpdateStreamingState(bool & bOutUpdateAgain, bool & bOutRedetermineTarget, const TOptional<UE::FTimeout const> & InExternalTimeout) Line 1138 C++
UnrealEditor-Engine-Win64-Debug.dll!UWorld::UpdateLevelStreaming(const TOptional<UE::FTimeout const> & ExternalTimeout) Line 4976 C++
UnrealEditor-Engine-Win64-Debug.dll!UWorld::BlockTillLevelStreamingCompleted() Line 4712 C++
UnrealEditor-Engine-Win64-Debug.dll!UEngine::BlockTillLevelStreamingCompleted(UWorld * InWorld) Line 16709 C++
UnrealEditor-Engine-Win64-Debug.dll!ULevelStreamingLevelInstance::LoadInstance(ILevelInstanceInterface * LevelInstance) Line 440 C++
UnrealEditor-Engine-Win64-Debug.dll!ULevelInstanceSubsystem::LoadLevelInstance(ILevelInstanceInterface * LevelInstance) Line 602 C++
UnrealEditor-Engine-Win64-Debug.dll!ULevelInstanceSubsystem::UpdateStreamingStateInternal() Line 356 C++
UnrealEditor-Engine-Win64-Debug.dll!ULevelInstanceSubsystem::OnUpdateStreamingState() Line 288 C++
UnrealEditor-Engine-Win64-Debug.dll!ULevelInstanceSubsystem::Tick() Line 962 C++
UnrealEditor-Engine-Win64-Debug.dll!UWorld::Tick(ELevelTick TickType, float DeltaSeconds) Line 1715 C++
UnrealEditor-UnrealEd-Win64-Debug.dll!UEditorEngine::Tick(float DeltaSeconds, bool bIdleMode) Line 1975 C++
UnrealEditor-Engine-Win64-Debug.dll!CommandletHelpers::TickEngine(UWorld * InWorld, double InDeltaTime) Line 99 C++
UnrealEditor-Engine-Win64-Debug.dll!FWorldPartitionHelpers::FakeEngineTick(UWorld * InWorld) Line 287 C++
UnrealEditor-UnrealEd-Win64-Debug.dll!UWorldPartitionBuilder::Run(UWorld * World, FPackageSourceControlHelper & PackageHelper) Line 324 C++
UnrealEditor-UnrealEd-Win64-Debug.dll!UWorldPartitionBuilder::RunBuilder(UWorld * World) Line 141 C++
UnrealEditor-UnrealEd-Win64-Debug.dll!UWorldPartitionBuilderCommandlet::RunBuilder(TSubclassOf<UWorldPartitionBuilder> InBuilderClass, const FString & InWorldPackageName) Line 350 C++
UnrealEditor-UnrealEd-Win64-Debug.dll!UWorldPartitionBuilderCommandlet::Main(const FString & Params) Line 246 C++
UnrealEditor-Win64-Debug.exe!FEngineLoop::PreInitPostStartupScreen(const wchar_t * CmdLine) Line 4020 C++
UnrealEditor-Win64-Debug.exe!FEngineLoop::PreInit(const wchar_t * CmdLine) Line 4319 C++
UnrealEditor-Win64-Debug.exe!EnginePreInit(const wchar_t * CmdLine) Line 40 C++
UnrealEditor-Win64-Debug.exe!GuardedMain(const wchar_t * CmdLine) Line 152 C++
UnrealEditor-Win64-Debug.exe!LaunchWindowsStartup(HINSTANCE__ * hInInstance, HINSTANCE__ * hPrevInstance, char * __formal, int nCmdShow, const wchar_t * CmdLine) Line 294 C++
UnrealEditor-Win64-Debug.exe!WinMain(HINSTANCE__ * hInInstance, HINSTANCE__ * hPrevInstance, char * pCmdLine, int nCmdShow) Line 364 C++
and here’s the crash
UnrealEditor-Engine-Win64-Debug.dll!ULevelStreamingLevelInstance::OnLoadedActorsAddedToLevelPostEvent(const TArray<AActor *,TSizedDefaultAllocator<32>> & InActors) Line 275 C++
UnrealEditor-Engine-Win64-Debug.dll!TBaseUObjectMethodDelegateInstance<0,ULevelStreamingLevelInstance,void __cdecl(TArray<AActor *,TSizedDefaultAllocator<32>> const &),FDefaultDelegateUserPolicy>::ExecuteIfSafe(const TArray<AActor *,TSizedDefaultAllocator<32>> & <Params_0>) Line 691 C++
UnrealEditor-Engine-Win64-Debug.dll!TMulticastDelegateBase<FDefaultDelegateUserPolicy>::Broadcast<IBaseDelegateInstance<void __cdecl(TArray<AActor *,TSizedDefaultAllocator<32>> const &),FDefaultDelegateUserPolicy>,TArray<AActor *,TSizedDefaultAllocator<32>> const &>(const TArray<AActor *,TSizedDefaultAllocator<32>> & <Params_0>) Line 258 C++
UnrealEditor-Engine-Win64-Debug.dll!ULevel::AddLoadedActors(const TArray<AActor *,TSizedDefaultAllocator<32>> & ActorList, const UE::Math::TTransform<double> * TransformToApply) Line 1107 C++
UnrealEditor-Engine-Win64-Debug.dll!FWorldPartitionLoadingContext::FDeferred::~FDeferred() Line 210 C++
UnrealEditor-Engine-Win64-Debug.dll!IWorldPartitionActorLoaderInterface::ILoaderAdapter::RefreshLoadedState() Line 201 C++
UnrealEditor-Engine-Win64-Debug.dll!IWorldPartitionActorLoaderInterface::ILoaderAdapter::Load() Line 64 C++
UnrealEditor-Engine-Win64-Debug.dll!UWorldPartition::Initialize(UWorld * InWorld, const UE::Math::TTransform<double> & InTransform) Line 815 C++
UnrealEditor-Engine-Win64-Debug.dll!ULevel::OnLevelLoaded() Line 3552 C++
UnrealEditor-Engine-Win64-Debug.dll!ULevelStreaming::SetLoadedLevel(ULevel * Level) Line 1413 C++
UnrealEditor-Engine-Win64-Debug.dll!ULevelStreaming::PrepareLoadedLevel(ULevel * InLevel, UPackage * InLevelPackage, int InPIEInstanceID) Line 1476 C++
UnrealEditor-Engine-Win64-Debug.dll!ULevelStreaming::RequestLevel(UWorld * PersistentWorld, bool bAllowLevelLoadRequests, ULevelStreaming::EReqLevelBlock BlockPolicy) Line 1701 C++
UnrealEditor-Engine-Win64-Debug.dll!ULevelStreaming::UpdateStreamingState::__l2::<lambda_1>::operator()() Line 1008 C++
UnrealEditor-Engine-Win64-Debug.dll!ULevelStreaming::UpdateStreamingState(bool & bOutUpdateAgain, bool & bOutRedetermineTarget, const TOptional<UE::FTimeout const> & InExternalTimeout) Line 1138 C++
UnrealEditor-Engine-Win64-Debug.dll!UWorld::UpdateLevelStreaming(const TOptional<UE::FTimeout const> & ExternalTimeout) Line 4976 C++
UnrealEditor-Engine-Win64-Debug.dll!UWorld::BlockTillLevelStreamingCompleted() Line 4712 C++
UnrealEditor-Engine-Win64-Debug.dll!UEngine::BlockTillLevelStreamingCompleted(UWorld * InWorld) Line 16709 C++
UnrealEditor-Engine-Win64-Debug.dll!ULevelStreamingLevelInstance::LoadInstance(ILevelInstanceInterface * LevelInstance) Line 440 C++
UnrealEditor-Engine-Win64-Debug.dll!ULevelInstanceSubsystem::LoadLevelInstance(ILevelInstanceInterface * LevelInstance) Line 602 C++
UnrealEditor-Engine-Win64-Debug.dll!ULevelInstanceSubsystem::UpdateStreamingStateInternal() Line 356 C++
UnrealEditor-Engine-Win64-Debug.dll!ULevelInstanceSubsystem::OnUpdateStreamingState() Line 288 C++
UnrealEditor-Engine-Win64-Debug.dll!ULevelInstanceSubsystem::Tick() Line 962 C++
UnrealEditor-Engine-Win64-Debug.dll!UWorld::Tick(ELevelTick TickType, float DeltaSeconds) Line 1715 C++
UnrealEditor-UnrealEd-Win64-Debug.dll!UEditorEngine::Tick(float DeltaSeconds, bool bIdleMode) Line 1975 C++
UnrealEditor-Engine-Win64-Debug.dll!CommandletHelpers::TickEngine(UWorld * InWorld, double InDeltaTime) Line 99 C++
UnrealEditor-Engine-Win64-Debug.dll!FWorldPartitionHelpers::FakeEngineTick(UWorld * InWorld) Line 287 C++
UnrealEditor-UnrealEd-Win64-Debug.dll!UWorldPartitionBuilder::Run(UWorld * World, FPackageSourceControlHelper & PackageHelper) Line 324 C++
UnrealEditor-UnrealEd-Win64-Debug.dll!UWorldPartitionBuilder::RunBuilder(UWorld * World) Line 141 C++
UnrealEditor-UnrealEd-Win64-Debug.dll!UWorldPartitionBuilderCommandlet::RunBuilder(TSubclassOf<UWorldPartitionBuilder> InBuilderClass, const FString & InWorldPackageName) Line 350 C++
UnrealEditor-UnrealEd-Win64-Debug.dll!UWorldPartitionBuilderCommandlet::Main(const FString & Params) Line 246 C++
UnrealEditor-Win64-Debug.exe!FEngineLoop::PreInitPostStartupScreen(const wchar_t * CmdLine) Line 4020 C++
UnrealEditor-Win64-Debug.exe!FEngineLoop::PreInit(const wchar_t * CmdLine) Line 4319 C++
UnrealEditor-Win64-Debug.exe!EnginePreInit(const wchar_t * CmdLine) Line 40 C++
UnrealEditor-Win64-Debug.exe!GuardedMain(const wchar_t * CmdLine) Line 152 C++
UnrealEditor-Win64-Debug.exe!LaunchWindowsStartup(HINSTANCE__ * hInInstance, HINSTANCE__ * hPrevInstance, char * __formal, int nCmdShow, const wchar_t * CmdLine) Line 294 C++
UnrealEditor-Win64-Debug.exe!WinMain(HINSTANCE__ * hInInstance, HINSTANCE__ * hPrevInstance, char * pCmdLine, int nCmdShow) Line 364 C++
the commandline is for a custom WorldPartitionBuilderCommandlet, but doesnt appear to be in this stack
> UnrealEditor-Cmd.exe Project MapCollection -run=WorldPartitionBuilderCommandlet -Builder=CustomBuilder -unattended -SCCProvider=Perforce