Game crash: Assertion Failed:NewWorld

When running my game in a standalone window, it crashes when attempting to load one specific level. All other levels seem to work fine however there is one level in particular which does not load. When reading through the crash log the only thing i can decipher is “Assertion Failed:NewWorld”. Has anyone got any ideas on how to fix this or what may be causing it?

Assertion failed: NewWorld [File:D:\Build\++UE4+Release-4.16+Compile\Sync\Engine\Source\Runtime\Engine\Private\UnrealEngine.cpp] [Line: 10119] 



UE4Editor_Core!FDebug::AssertFailed() [d:\build\++ue4+release-4.16+compile\sync\engine\source\runtime\core\private\misc\assertionmacros.cpp:349]
UE4Editor_Engine!UEngine::LoadMap() [d:\build\++ue4+release-4.16+compile\sync\engine\source\runtime\engine\private\unrealengine.cpp:10121]
UE4Editor_Engine!UEngine::Browse() [d:\build\++ue4+release-4.16+compile\sync\engine\source\runtime\engine\private\unrealengine.cpp:9563]
UE4Editor_Engine!UEngine::TickWorldTravel() [d:\build\++ue4+release-4.16+compile\sync\engine\source\runtime\engine\private\unrealengine.cpp:9752]
UE4Editor_Engine!UGameEngine::Tick() [d:\build\++ue4+release-4.16+compile\sync\engine\source\runtime\engine\private\gameengine.cpp:1128]
UE4Editor!FEngineLoop::Tick() [d:\build\++ue4+release-4.16+compile\sync\engine\source\runtime\launch\private\launchengineloop.cpp:3119]
UE4Editor!GuardedMain() [d:\build\++ue4+release-4.16+compile\sync\engine\source\runtime\launch\private\launch.cpp:166]
UE4Editor!GuardedMainWrapper() [d:\build\++ue4+release-4.16+compile\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:134]
UE4Editor!WinMain() [d:\build\++ue4+release-4.16+compile\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:210]
UE4Editor!__scrt_common_main_seh() [f:\dd\vctools\crt\vcstartup\src\startup\exe_common.inl:253]
kernel32
ntdll

Thanks in advance.

I don’t know if this would help, but when I get “Assertion Failed:NewWorld”, its usually because of a null pointer regarding game objects.

remember to do a null check before accessing items

    if(world){
    //Do stuff with world
  }

I will try this out now, thanks

Managed to fix this problem! turns out that the editor thought my level name was ambiguous so i have renamed the level and everything seems to work as expected now

Can i ask what do you mean by “ambiguous”?