UE5 crash

Hi, after play execution and when returning to edit mode, a crash occurs unexpectedly.

the project ran without any problems in UE4. Since the change to UE5 in connection with World Partition, I have this problem.

does anyone have any idea what could cause this.

thank you in advance

Assertion failed: false [File:D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\UObject\UnrealNames.cpp] [Line: 2055] FName’s 1023 max length exceeded. Got 1029 characters excluding null-terminator: /Game/ExternalActors/Maps/NovaTown_P/F/2U/AUHMQ7WDB5G7UX0KPTHQFP_UEDPIE_0_NovaTown_P_MainGrid_L3_X-1_Y0_DL0_Trashed_15124_Trashed_15185_Trashed_15186_Trashed_15187_Trashed_15188_Trashed_15189_Trashed_15190_Trashed_15191_Trashed_15192_Trashed_15193_Trashed_15194_Trashed_15195_Trashed_15196_Trashed_15197_Trashed_15198_Trashed_15199_Trashed_15200_Trashed_15201_Trashed_15202_Trashed_15203_Trashed_15204_Trashed_15205_Trashed_15206_Trashed_15207_Trashed_15208_Trashed_15209_Trashed_15210_Trashed_15211_Trashed_15212_Trashed_15213_Trashed_15214_Trashed_15215_Trashed_15216_Trashed_15217_Trashed_15218_Trashed_15219_Trashed_15220_Trashed_15221_Trashed_15222_Trashed_15223_Trashed_15224_Trashed_15225_Trashed_15226_Trashed_15227_Trashed_15228_Trashed_15229_Trashed_15230_Trashed_15231_Trashed_15232_Trashed_15233_Trashed_15234_Trashed_15235_Trashed_15236_Trashed_15237_Trashed_15238_Trashed_15239_Trashed_15240_Trashed_15241_Trashed_15242_Trashed_15243_Trashed_15244_Trashed_15245_Trashed_15246_Trashed_15247_Trashed_15248_Tr

UnrealEditor_Core
UnrealEditor_Core
UnrealEditor_Core
UnrealEditor_Engine
UnrealEditor_Engine
UnrealEditor_Engine
UnrealEditor_Engine
UnrealEditor_Engine
UnrealEditor_Engine
UnrealEditor_UnrealEd
UnrealEditor_UnrealEd
UnrealEditor_UnrealEd
UnrealEditor_UnrealEd
UnrealEditor
UnrealEditor
UnrealEditor
UnrealEditor
UnrealEditor
UnrealEditor
kernel32
ntdll

2 Likes

I have this EXACT same issue. Were you able to find any resolution to it?

1 Like

no, not yet. We will have to wait and hope that the bug will be fixed.

I’m still experiencing this bug after the 5.0.2 update. I’m going to post the full error stack incase someone out there has a solution for this. It seems to only occur for us when unloading assets in a world partition level. I’ve looked through some of the commits for the files below in the latest pushes for ue5-main and it appears that it COULD be addressed in a future update, but I could use a solution much sooner. If anyone could assist it would be most appreciated.

Assertion failed: false [File:D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\UObject\UnrealNames.cpp] [Line: 2055] FName’s 1023 max length exceeded. Got 1030 characters excluding null-terminator: /Game/ExternalActors/Levels/Idenveil/5/NC/VADNJTU0PCZCFXDH7IGC14_Idenveil_MainGrid_L0_X5_Y6_DL0_Trashed_2126_Trashed_2342_Trashed_2343_Trashed_2344_Trashed_2345_Trashed_2346_Trashed_2347_Trashed_2348_Trashed_2349_Trashed_2350_Trashed_2351_Trashed_2352_Trashed_2353_Trashed_2354_Trashed_2355_Trashed_2356_Trashed_2357_Trashed_2358_Trashed_2359_Trashed_2360_Trashed_2361_Trashed_2362_Trashed_2363_Trashed_2364_Trashed_2365_Trashed_2366_Trashed_2367_Trashed_2368_Trashed_2369_Trashed_2370_Trashed_2371_Trashed_2372_Trashed_2373_Trashed_2374_Trashed_2375_Trashed_2376_Trashed_2377_Trashed_2378_Trashed_2379_Trashed_2380_Trashed_2381_Trashed_2382_Trashed_2383_Trashed_2384_Trashed_2385_Trashed_2386_Trashed_2387_Trashed_2388_Trashed_2389_Trashed_2390_Trashed_2391_Trashed_2392_Trashed_2393_Trashed_2394_Trashed_2395_Trashed_2396_Trashed_2397_Trashed_2398_Trashed_2399_Trashed_2400_Trashed_2401_Trashed_2402_Trashed_2403_Trashed_2404_Trashed_2405_Trashed_2406_Trashed_2407_Trashed_2408_Trashed_2409_Trashed_2410_Trashed_2411_T

UnrealEditor_Core!FNameHelper::Make() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\UObject\UnrealNames.cpp:2054]
UnrealEditor_Core!FNameHelper::MakeWithNumber() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\UObject\UnrealNames.cpp:2042]
UnrealEditor_Core!FName::FName() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\UObject\UnrealNames.cpp:2152]
UnrealEditor_Engine!UWorldPartitionLevelStreamingDynamic::OnCleanupLevel() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\WorldPartition\WorldPartitionLevelStreamingDynamic.cpp:461]
UnrealEditor_Engine!TBaseUObjectMethodDelegateInstance<0,UWorldPartitionLevelStreamingDynamic,void __cdecl(void),FDefaultDelegateUserPolicy>::ExecuteIfSafe() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Delegates\DelegateInstancesImpl.h:611]
UnrealEditor_Engine!TMulticastDelegate<void __cdecl(void),FDefaultDelegateUserPolicy>::Broadcast() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Delegates\DelegateSignatureImpl.inl:967]
UnrealEditor_Engine!ULevel::CleanupLevel() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\Level.cpp:437]
UnrealEditor_Engine!FLevelStreamingGCHelper::PrepareStreamedOutLevelsForGC() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\World.cpp:3310]
UnrealEditor_Engine!TBaseStaticDelegateInstance<void __cdecl(void),FDefaultDelegateUserPolicy>::ExecuteIfSafe() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Delegates\DelegateInstancesImpl.h:731]
UnrealEditor_CoreUObject!TMulticastDelegate<void __cdecl(void),FDefaultDelegateUserPolicy>::Broadcast() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Delegates\DelegateSignatureImpl.inl:967]
UnrealEditor_CoreUObject!CollectGarbageInternal() [D:\build++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\GarbageCollection.cpp:2232]
UnrealEditor_CoreUObject!TryCollectGarbage() [D:\build++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\GarbageCollection.cpp:2567]
UnrealEditor_Engine!UEngine::PerformGarbageCollectionAndCleanupActors() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\UnrealEngine.cpp:1732]
UnrealEditor_Engine!UEngine::ConditionalCollectGarbage() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\UnrealEngine.cpp:1683]
UnrealEditor_Engine!UWorld::Tick() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\LevelTick.cpp:1736]
UnrealEditor_Engine!UGameEngine::Tick() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\GameEngine.cpp:1831]
UnrealEditor!FEngineLoop::Tick() [D:\build++UE5\Sync\Engine\Source\Runtime\Launch\Private\LaunchEngineLoop.cpp:5215]
UnrealEditor!GuardedMain() [D:\build++UE5\Sync\Engine\Source\Runtime\Launch\Private\Launch.cpp:183]
UnrealEditor!GuardedMainWrapper() [D:\build++UE5\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:147]
UnrealEditor!LaunchWindowsStartup() [D:\build++UE5\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:283]
UnrealEditor!WinMain() [D:\build++UE5\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:330]
UnrealEditor!__scrt_common_main_seh() [d:\a01_work\6\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl:288]
kernel32
ntdll

I have the smilar crash while moving in PIE. Can anyone help about this? Is that possible to occur this crash because of having so many actors in the same grid cell?

I don’t know if it works, I haven’t tested it but you can try to recreate it by copying the autosaves to a new project.

“YourBrokeProjectName”\Saved\Autosaves\Game_Main.