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Load level with world partition from blueprint crash

Load level with
image
or from level name every time crash

I am having the same problem. I have yet to work out how to not crash.

Doing the following has allowed me to load a level that has world partition.

Unload level dont help :frowning:

LoginId:4d187d254761904f6ba2b6afbb0160cc
EpicAccountId:3c0d6d7841ca4d6d8cf0ae00c48c648a

Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x0000000000000000

UnrealEditor_Engine!FWorldPartitionLevelHelper::RemapLevelSoftObjectPaths'::2’::FSoftPathFixupSerializer::operator<<() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\WorldPartition\WorldPartitionLevelHelper.cpp:122]
UnrealEditor_CoreUObject!FArchiveUObjectFromStructuredArchiveImpl::operator<<() [D:\build++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\Serialization\ArchiveUObjectFromStructuredArchive.cpp:119]
UnrealEditor_CoreUObject!FSoftObjectPath::Serialize() [D:\build++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\SoftObjectPath.cpp:236]
UnrealEditor_CoreUObject!UScriptStruct::SerializeItem() [D:\build++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\Class.cpp:2746]
UnrealEditor_CoreUObject!FStructProperty::SerializeItem() [D:\build++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\PropertyStruct.cpp:152]
UnrealEditor_CoreUObject!FPropertyTag::SerializeTaggedProperty() [D:\build++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\PropertyTag.cpp:241]
UnrealEditor_CoreUObject!UStruct::SerializeVersionedTaggedProperties() [D:\build++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\Class.cpp:1589]
UnrealEditor_CoreUObject!UStruct::SerializeTaggedProperties() [D:\build++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\Class.cpp:1287]
UnrealEditor_CoreUObject!UObject::SerializeScriptProperties() [D:\build++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\Obj.cpp:1468]
UnrealEditor_CoreUObject!UObject::Serialize() [D:\build++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\Obj.cpp:1388]
UnrealEditor_CoreUObject!UObject::Serialize() [D:\build++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\Obj.cpp:1273]
UnrealEditor_Engine!FWorldPartitionLevelHelper::RemapLevelSoftObjectPaths() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\WorldPartition\WorldPartitionLevelHelper.cpp:133]
UnrealEditor_Engine!UWorldPartition::Initialize() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\WorldPartition\WorldPartition.cpp:444]
UnrealEditor_Engine!UWorldPartitionSubsystem::PostInitialize() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\WorldPartition\WorldPartitionSubsystem.cpp:77]
UnrealEditor_Engine!UWorld::PostInitializeSubsystems() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\World.cpp:8148]
UnrealEditor_Engine!UWorld::InitWorld() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\World.cpp:1763]
UnrealEditor_Engine!UEngine::LoadMap() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\UnrealEngine.cpp:13190]
UnrealEditor_Engine!UEngine::Browse() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\UnrealEngine.cpp:12502]
UnrealEditor_Engine!UEngine::TickWorldTravel() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\UnrealEngine.cpp:12700]
UnrealEditor_UnrealEd!UEditorEngine::Tick() [D:\build++UE5\Sync\Engine\Source\Editor\UnrealEd\Private\EditorEngine.cpp:1700]
UnrealEditor_UnrealEd!UUnrealEdEngine::Tick() [D:\build++UE5\Sync\Engine\Source\Editor\UnrealEd\Private\UnrealEdEngine.cpp:450]
UnrealEditor!FEngineLoop::Tick() [D:\build++UE5\Sync\Engine\Source\Runtime\Launch\Private\LaunchEngineLoop.cpp:5032]
UnrealEditor!GuardedMain() [D:\build++UE5\Sync\Engine\Source\Runtime\Launch\Private\Launch.cpp:171]
UnrealEditor!GuardedMainWrapper() [D:\build++UE5\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:137]
UnrealEditor!WinMain() [D:\build++UE5\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:268]
UnrealEditor!__scrt_common_main_seh() [d:\agent_work\5\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl:288]
kernel32
ntdll

Unloading only seemed to work for me a few times. I tried the Ancient Demo and that give same crash too.

I have this same issue, Found a Work around, Use the Open Level by Name instead of by Object Reference. Should work, worked for me :slight_smile:

Open by name crash too

If you open your menu imeediately in Editor, then try to open level by any means via your interface BP it will cause a crash. I assumed the same by different methods and it worked but the level was already loaded somewhere. On a clean load of UE5 then trying anythin in Menu BP to load it resulted in a Crash.

Okay it worked for a bit using the Name version but then suddenly it started doing the same crash.