Hello!
I’ve been trying to convert a world I have in Unreal 4’s World Composition to the new World Partition in Unreal Engine 5.3. I’m doing it via console, but every time I run the console, it starts but after a little while, it crashes with this error:
Assertion failed: InActor->IsPackageExternal() [File:D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\WorldPartition\WorldPartitionActorDesc.cpp] [Line: 85]
UnrealEditor_Engine!FWorldDataLayersActorDesc::Init() [D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\WorldPartition\DataLayer\WorldDataLayersActorDesc.cpp:208]
UnrealEditor_Engine!AActor::CreateActorDesc() [D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\ActorEditor.cpp:1123]
UnrealEditor_Engine!FWorldPartitionActorViewProxy::FWorldPartitionActorViewProxy() [D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\WorldPartition\WorldPartitionActorDescViewProxy.cpp:19]
UnrealEditor_DataLayerEditor!UDataLayerEditorSubsystem::PassDataLayersFilter() [D:\build\++UE5\Sync\Engine\Source\Editor\DataLayerEditor\Private\DataLayer\DataLayerEditorSubsystem.cpp:1157]
UnrealEditor_DataLayerEditor!`UDataLayerEditorSubsystem::Initialize'::`2'::FDataLayerActorDescFilter::PassFilter() [D:\build\++UE5\Sync\Engine\Source\Editor\DataLayerEditor\Private\DataLayer\DataLayerEditorSubsystem.cpp:212]
UnrealEditor_Engine!IWorldPartitionActorLoaderInterface::ILoaderAdapter::ShouldActorBeLoaded() [D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\WorldPartition\WorldPartitionActorLoaderInterface.cpp:259]
UnrealEditor_Engine!`IWorldPartitionActorLoaderInterface::ILoaderAdapter::RefreshLoadedState'::`8'::<lambda_1>::operator()() [D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\WorldPartition\WorldPartitionActorLoaderInterface.cpp:141]
UnrealEditor_Engine!`ILoaderAdapterSpatial::HandleIntersectingContainer'::`2'::<lambda_1>::operator()() [D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\WorldPartition\LoaderAdapter\LoaderAdapterSpatial.cpp:42]
UnrealEditor_Engine!UWorldPartitionEditorSpatialHash::ForEachIntersectingActor() [D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\WorldPartition\WorldPartitionEditorSpatialHash.cpp:331]
UnrealEditor_Engine!ILoaderAdapterSpatial::HandleIntersectingContainer() [D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\WorldPartition\LoaderAdapter\LoaderAdapterSpatial.cpp:34]
UnrealEditor_Engine!ILoaderAdapterSpatial::ForEachActor() [D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\WorldPartition\LoaderAdapter\LoaderAdapterSpatial.cpp:22]
UnrealEditor_Engine!IWorldPartitionActorLoaderInterface::ILoaderAdapter::RefreshLoadedState() [D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\WorldPartition\WorldPartitionActorLoaderInterface.cpp:154]
UnrealEditor_Engine!IWorldPartitionActorLoaderInterface::ILoaderAdapter::Load() [D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\WorldPartition\WorldPartitionActorLoaderInterface.cpp:50]
UnrealEditor_Engine!UWorldPartition::Initialize() [D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\WorldPartition\WorldPartition.cpp:692]
UnrealEditor_Engine!ULevel::OnLevelLoaded() [D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\Level.cpp:3019]
UnrealEditor_Engine!UWorld::InitWorld() [D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\World.cpp:2209]
UnrealEditor_UnrealEd!UWorldPartitionConvertCommandlet::InitWorld() [D:\build\++UE5\Sync\Engine\Source\Editor\UnrealEd\Private\Commandlets\WorldPartitionConvertCommandlet.cpp:218]
UnrealEditor_UnrealEd!UWorldPartitionConvertCommandlet::Main() [D:\build\++UE5\Sync\Engine\Source\Editor\UnrealEd\Private\Commandlets\WorldPartitionConvertCommandlet.cpp:875]
UnrealEditor!FEngineLoop::PreInitPostStartupScreen() [D:\build\++UE5\Sync\Engine\Source\Runtime\Launch\Private\LaunchEngineLoop.cpp:4136]
UnrealEditor!GuardedMain() [D:\build\++UE5\Sync\Engine\Source\Runtime\Launch\Private\Launch.cpp:140]
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
I tried removing the lines on my DefaultEngine.ini related to the start maps already since it seemed to be one of the solutions people found. But that didn’t work.
Thank you very much!