I am having problems on one level.
I have 2 levels.
(Normal) Level 1 (has instances of blueprints)
(OpenWorld) Level 2 (it just has an instance of Level 1)
First error
Level Instance /Game/… is not using external actors
Although I have this error, everything works correctly. But I don’t want the project with any error or warning.
So I decide to activate the User external actors in Level 1.
The error disappears.
Then I get another warning in Level 2
Enable Streaming is Disable
Well, we decided to activate it.
Then a warning appears. It’s not loaded. Well, nothing happens, I highlight the zone in partition world to say which zone I want to load.
Everything seems to work fine I run the level and…
Assertion failed: bResult == Proxy->bIsRegisteredWithLandscapeInfo [File:E:\UnrealEngine\Engine\Source\Runtime\Landscape\Private\Landscape.cpp] [Line: 4236]
UnrealEditor_Landscape!ULandscapeInfo::IsRegistered() [E:\UnrealEngine\Engine\Source\Runtime\Landscape\Private\Landscape.cpp:4236]
UnrealEditor_Landscape!ULandscapeComponent::FixupWeightmaps() [E:\UnrealEngine\Engine\Source\Runtime\Landscape\Private\LandscapeEdit.cpp:898]
UnrealEditor_Landscape!ALandscapeProxy::FixupWeightmaps() [E:\UnrealEngine\Engine\Source\Runtime\Landscape\Private\LandscapeEdit.cpp:818]
UnrealEditor_Landscape!ALandscapeProxy::PostRegisterAllComponents() [E:\UnrealEngine\Engine\Source\Runtime\Landscape\Private\Landscape.cpp:2302]
UnrealEditor_Landscape!ALandscape::PostRegisterAllComponents() [E:\UnrealEngine\Engine\Source\Runtime\Landscape\Private\LandscapeEdit.cpp:4478]
UnrealEditor_Engine!AActor::IncrementalRegisterComponents() [E:\UnrealEngine\Engine\Source\Runtime\Engine\Private\Actor.cpp:5396]
UnrealEditor_Engine!ULevel::IncrementalUpdateComponents() [E:\UnrealEngine\Engine\Source\Runtime\Engine\Private\Level.cpp:1636]
UnrealEditor_Engine!UWorld::AddToWorld() [E:\UnrealEngine\Engine\Source\Runtime\Engine\Private\World.cpp:2962]
UnrealEditor_Engine!ULevelStreaming::UpdateStreamingState() [E:\UnrealEngine\Engine\Source\Runtime\Engine\Private\LevelStreaming.cpp:923]
UnrealEditor_Engine!UWorld::UpdateLevelStreaming() [E:\UnrealEngine\Engine\Source\Runtime\Engine\Private\World.cpp:3897]
UnrealEditor_Engine!UWorld::BlockTillLevelStreamingCompleted() [E:\UnrealEngine\Engine\Source\Runtime\Engine\Private\World.cpp:3799]
UnrealEditor_Engine!TBaseUObjectMethodDelegateInstance<0,UWorldPartition,void __cdecl(void),FDefaultDelegateUserPolicy>::ExecuteIfSafe() [E:\UnrealEngine\Engine\Source\Runtime\Core\Public\Delegates\DelegateInstancesImpl.h:552]
UnrealEditor_Engine!TMulticastDelegate<void __cdecl(void),FDefaultDelegateUserPolicy>::Broadcast() [E:\UnrealEngine\Engine\Source\Runtime\Core\Public\Delegates\DelegateSignatureImpl.inl:988]
UnrealEditor_Engine!AWorldSettings::NotifyMatchStarted() [E:\UnrealEngine\Engine\Source\Runtime\Engine\Private\WorldSettings.cpp:292]
UnrealEditor_Engine!UWorld::BeginPlay() [E:\UnrealEngine\Engine\Source\Runtime\Engine\Private\World.cpp:4875]
UnrealEditor_Engine!UGameInstance::StartPlayInEditorGameInstance() [E:\UnrealEngine\Engine\Source\Runtime\Engine\Private\GameInstance.cpp:554]
UnrealEditor_UnrealEd!UEditorEngine::CreateInnerProcessPIEGameInstance() [E:\UnrealEngine\Engine\Source\Editor\UnrealEd\Private\PlayLevel.cpp:3225]
UnrealEditor_UnrealEd!UEditorEngine::OnLoginPIEComplete_Deferred() [E:\UnrealEngine\Engine\Source\Editor\UnrealEd\Private\PlayLevel.cpp:1680]
UnrealEditor_UnrealEd!UEditorEngine::CreateNewPlayInEditorInstance() [E:\UnrealEngine\Engine\Source\Editor\UnrealEd\Private\PlayLevel.cpp:1943]
UnrealEditor_UnrealEd!UEditorEngine::StartPlayInEditorSession() [E:\UnrealEngine\Engine\Source\Editor\UnrealEd\Private\PlayLevel.cpp:2956]
UnrealEditor_UnrealEd!UEditorEngine::StartQueuedPlaySessionRequestImpl() [E:\UnrealEngine\Engine\Source\Editor\UnrealEd\Private\PlayLevel.cpp:1257]
UnrealEditor_UnrealEd!UEditorEngine::StartQueuedPlaySessionRequest() [E:\UnrealEngine\Engine\Source\Editor\UnrealEd\Private\PlayLevel.cpp:1160]
UnrealEditor_UnrealEd!UEditorEngine::Tick() [E:\UnrealEngine\Engine\Source\Editor\UnrealEd\Private\EditorEngine.cpp:1792]
UnrealEditor_UnrealEd!UUnrealEdEngine::Tick() [E:\UnrealEngine\Engine\Source\Editor\UnrealEd\Private\UnrealEdEngine.cpp:519]
UnrealEditor!FEngineLoop::Tick() [E:\UnrealEngine\Engine\Source\Runtime\Launch\Private\LaunchEngineLoop.cpp:5812]
UnrealEditor!GuardedMain() [E:\UnrealEngine\Engine\Source\Runtime\Launch\Private\Launch.cpp:188]
UnrealEditor!GuardedMainWrapper() [E:\UnrealEngine\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:107]
UnrealEditor!LaunchWindowsStartup() [E:\UnrealEngine\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:244]
UnrealEditor!WinMain() [E:\UnrealEngine\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:284]
UnrealEditor!__scrt_common_main_seh() [D:\a\_work\1\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl:288]
kernel32
ntdll
My question is, how do I fix this nice bug?