Hello, this is my first time making a post so I’m not 100% sure I’m doing it correctly, I apologize if not, do let me know if that’s the case.
On a project I’m working on with a big level using World Partition, it’s currently impossible to play on that level or package the game because of a failed check at line 1172 of WorldPartitionRuntimeSpatialHash.cpp
So I opened the file to look at it closely, and I feel like the UE_LOG call at line 1171 is incorrect?
The log shows the same variable twice, for instance the log I get before the crash is:
Got duplicated runtime grid actor ‘HLOD0_128m_511m’ for grid ‘HLOD0_128m_511m’
Which doesn’t seem correct, the second thing is not a grid, it’s just the actor being printed again.
Shouldn’t this part:
“Got duplicated runtime grid actor ‘%s’ for grid ‘%s’” be “Got duplicated runtime grid actor ‘%s’ for grid ‘%d’” or something like that instead?
Also, I cannot find any actor in the level named HLOD0_128m_511m so I’m not quite sure what’s going on and why the check is failing, so if anyone has any idea about that, I’ll gladly listen, thank you.
Update: The actor was generated by HLOD, which despite having been removed were still causing the crash, we had to delete them and re-build them.