Hi Jin_VE,
I’ve taken a look at this over the past few days. I’ve exposed the string out to both config game and blueprint for the game instance. In both cases the game’s map is being successfully detected from the string (for example the full path “/Game/ProjName/Maps/MapFolder/MapName”). It breaks that down to MapName during the loading. Here: LogDuringMapLoad - Pastebin.com
In the crash window, the call stack is the following:
PROJECTNAME!FDebug::AssertFailed()
PROJECTNAME!LoadPackageAsync()
PROJECTNAME!LoadPackageInternal()
PROJECTNAME!LoadPackage()
PROJECTNAME!UEngine::LoadMap()
PROJECTNAME!UEngine::Browse()
PROJECTNAME!UPROJECTNAMEGameInstance::LoadFrontEndMap() [c:\PROJECTNAME\source\PROJECTNAME\gameinstance\PROJECTNAME_gameinstance.cpp:467]
I’ve just found and replaced all appearances of our project name with PROJECTNAME for obscuring. The project name is “ProjectBLARG” where BLARG is a standard word. As for the map name, it’s simply “MAP_main” where MAP is the name of the map, all standard alphabetical characters.