@SupportiveEntity Sure, here is the output with debug symbols installed.
EDIT: All I do is load the slot, I’m not trying to access any variables when it crashes.
Assertion failed: !FindObject<UPackage>(nullptr, *PackageName) [File:D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\WorldPartition\WorldPartitionLevelHelper.cpp] [Line: 260]
UnrealEditor_Engine!FWorldPartitionLevelHelper::CreateEmptyLevelForRuntimeCell() [D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\WorldPartition\WorldPartitionLevelHelper.cpp:260]
UnrealEditor_Engine!UWorldPartitionLevelStreamingDynamic::CreateRuntimeLevel() [D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\WorldPartition\WorldPartitionLevelStreamingDynamic.cpp:153]
UnrealEditor_Engine!UWorldPartitionLevelStreamingDynamic::RequestLevel() [D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\WorldPartition\WorldPartitionLevelStreamingDynamic.cpp:261]
UnrealEditor_Engine!<lambda_b704a7c45d1ac7686c4ae34f0c8d423f>::operator()() [D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\LevelStreaming.cpp:829]
UnrealEditor_Engine!ULevelStreaming::UpdateStreamingState() [D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\LevelStreaming.cpp:1054]
UnrealEditor_Engine!UWorld::UpdateLevelStreaming() [D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\World.cpp:3907]
UnrealEditor_Engine!UWorld::BlockTillLevelStreamingCompleted() [D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\World.cpp:3812]
UnrealEditor_Engine!TBaseUObjectMethodDelegateInstance<0,UWorldPartition,void __cdecl(void),FDefaultDelegateUserPolicy>::ExecuteIfSafe() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Public\Delegates\DelegateInstancesImpl.h:618]
UnrealEditor_Engine!TMulticastDelegate<void __cdecl(void),FDefaultDelegateUserPolicy>::Broadcast() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Public\Delegates\DelegateSignatureImpl.inl:975]
UnrealEditor_Engine!AWorldSettings::NotifyMatchStarted() [D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\WorldSettings.cpp:302]
UnrealEditor_Engine!UWorld::BeginPlay() [D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\World.cpp:4882]
UnrealEditor_Engine!UEngine::LoadMap() [D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\UnrealEngine.cpp:14882]
UnrealEditor_Engine!UEngine::Browse() [D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\UnrealEngine.cpp:14037]
UnrealEditor_Engine!UGameInstance::StartGameInstance() [D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\GameInstance.cpp:638]
UnrealEditor_Engine!UGameEngine::Start() [D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\GameEngine.cpp:1219]
UnrealEditor!FEngineLoop::Init() [D:\build\++UE5\Sync\Engine\Source\Runtime\Launch\Private\LaunchEngineLoop.cpp:4372]
UnrealEditor!GuardedMain() [D:\build\++UE5\Sync\Engine\Source\Runtime\Launch\Private\Launch.cpp:182]
UnrealEditor!GuardedMainWrapper() [D:\build\++UE5\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:107]
UnrealEditor!LaunchWindowsStartup() [D:\build\++UE5\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:244]
UnrealEditor!WinMain() [D:\build\++UE5\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:282]
UnrealEditor!__scrt_common_main_seh() [D:\a\_work\1\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl:288]
kernel32
ntdll```