Unreal keeps crashing when I load another level

When I work with sublevels, and copy and entire level sublevel into another one (for optimization sake), it crashes after i want to load another level. It does, luckily, save what I’ve done, but it happens every time.

Here’s what the report is:

> LoginId:e71b82df41ddd25df4fe20b2e6ed8862
EpicAccountId:c2eb8e7ff4284488b8dbb2244ab879bd

Assertion failed: Level->GetCachedLevelCollection() == this [File:D:\Build\++UE4+Release-4.17+Compile\Sync\Engine\Source\Runtime\Engine\Private\World.cpp] [Line: 240]

UE4Editor_Core!FDebug::AssertFailed() [d:\build\++ue4+release-4.17+compile\sync\engine\source\runtime\core\private\misc\assertionmacros.cpp:349]
UE4Editor_Engine!FLevelCollection::RemoveLevel() [d:\build\++ue4+release-4.17+compile\sync\engine\source\runtime\engine\private\world.cpp:242]
UE4Editor_Engine!ULevelStreaming::SetLoadedLevel() [d:\build\++ue4+release-4.17+compile\sync\engine\source\runtime\engine\private\levelstreaming.cpp:339]
UE4Editor_Engine!UWorld::UpdateLevelStreamingInner() [d:\build\++ue4+release-4.17+compile\sync\engine\source\runtime\engine\private\world.cpp:2822]
UE4Editor_Engine!UWorld::UpdateLevelStreaming() [d:\build\++ue4+release-4.17+compile\sync\engine\source\runtime\engine\private\world.cpp:2846]
UE4Editor_Engine!UWorld::FlushLevelStreaming() [d:\build\++ue4+release-4.17+compile\sync\engine\source\runtime\engine\private\world.cpp:2875]
UE4Editor_Engine!UWorld::DestroyWorld() [d:\build\++ue4+release-4.17+compile\sync\engine\source\runtime\engine\private\world.cpp:1351]
UE4Editor_UnrealEd!UEditorEngine::EditorDestroyWorld() [d:\build\++ue4+release-4.17+compile\sync\engine\source\editor\unrealed\private\editorserver.cpp:2032]
UE4Editor_UnrealEd!UEditorEngine::Map_Load() [d:\build\++ue4+release-4.17+compile\sync\engine\source\editor\unrealed\private\editorserver.cpp:2411]
UE4Editor_UnrealEd!UEditorEngine::HandleMapCommand() [d:\build\++ue4+release-4.17+compile\sync\engine\source\editor\unrealed\private\editorserver.cpp:5991]
UE4Editor_UnrealEd!UEditorEngine::Exec() [d:\build\++ue4+release-4.17+compile\sync\engine\source\editor\unrealed\private\editorserver.cpp:5468]
UE4Editor_UnrealEd!UUnrealEdEngine::Exec() [d:\build\++ue4+release-4.17+compile\sync\engine\source\editor\unrealed\private\unrealedsrv.cpp:672]
UE4Editor_UnrealEd!FEditorFileUtils::LoadMap() [d:\build\++ue4+release-4.17+compile\sync\engine\source\editor\unrealed\private\filehelpers.cpp:2192]
UE4Editor_UnrealEd!`FEditorFileUtils::LoadMap'::`2'::FLocal::HandleLevelsChosen() [d:\build\++ue4+release-4.17+compile\sync\engine\source\editor\unrealed\private\filehelpers.cpp:2026]
UE4Editor_UnrealEd!TBaseStaticDelegateInstance const & __ptr64),bool * __ptr64>::ExecuteIfSafe() [d:\build\++ue4+release-4.17+compile\sync\engine\source\runtime\core\public\delegates\delegateinstancesimpl.h:1027]
UE4Editor_UnrealEd!`FEditorFileUtils::OpenLevelPickingDialog'::`2'::FLocal::OnLevelsSelected() [d:\build\++ue4+release-4.17+compile\sync\engine\source\editor\unrealed\private\filehelpers.cpp:1807]
UE4Editor_UnrealEd!TBaseStaticDelegateInstance const & __ptr64),TBaseDelegate const & __ptr64> >::ExecuteIfSafe() [d:\build\++ue4+release-4.17+compile\sync\engine\source\runtime\core\public\delegates\delegateinstancesimpl.h:1027]
UE4Editor_ContentBrowser!SAssetDialog::OnConfirmClicked() [d:\build\++ue4+release-4.17+compile\sync\engine\source\editor\contentbrowser\private\sassetdialog.cpp:821]
UE4Editor_ContentBrowser!TMemberFunctionCaller::operator()<>() [d:\build\++ue4+release-4.17+compile\sync\engine\source\runtime\core\public\delegates\delegateinstanceinterface.h:165]
UE4Editor_ContentBrowser!UE4Tuple_Private::TTupleImpl >::ApplyAfter >() [d:\build\++ue4+release-4.17+compile\sync\engine\source\runtime\core\public\templates\tuple.h:497]
UE4Editor_ContentBrowser!TBaseSPMethodDelegateInstance<0,SAssetDialog,0,FReply __cdecl(void)>::Execute() [d:\build\++ue4+release-4.17+compile\sync\engine\source\runtime\core\public\delegates\delegateinstancesimpl.h:327]
UE4Editor_Slate!TBaseDelegate::Execute() [d:\build\++ue4+release-4.17+compile\sync\engine\source\runtime\core\public\delegates\delegatesignatureimpl.inl:537]
UE4Editor_Slate!SButton::OnMouseButtonUp() [d:\build\++ue4+release-4.17+compile\sync\engine\source\runtime\slate\private\widgets\input\sbutton.cpp:282]
UE4Editor_Slate!::operator()() [d:\build\++ue4+release-4.17+compile\sync\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:5199]
UE4Editor_Slate!FEventRouter::Route >() [d:\build\++ue4+release-4.17+compile\sync\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:232]
UE4Editor_Slate!FSlateApplication::RoutePointerUpEvent() [d:\build\++ue4+release-4.17+compile\sync\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:5188]
UE4Editor_Slate!FSlateApplication::ProcessMouseButtonUpEvent() [d:\build\++ue4+release-4.17+compile\sync\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:5690]
UE4Editor_Slate!FSlateApplication::OnMouseUp() [d:\build\++ue4+release-4.17+compile\sync\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:5670]
UE4Editor_Core!FWindowsApplication::ProcessDeferredMessage() [d:\build\++ue4+release-4.17+compile\sync\engine\source\runtime\core\private\windows\windowsapplication.cpp:1718]
UE4Editor_Core!FWindowsApplication::DeferMessage() [d:\build\++ue4+release-4.17+compile\sync\engine\source\runtime\core\private\windows\windowsapplication.cpp:2161]
UE4Editor_Core!FWindowsApplication::ProcessMessage() [d:\build\++ue4+release-4.17+compile\sync\engine\source\runtime\core\private\windows\windowsapplication.cpp:881]
UE4Editor_Core!FWindowsApplication::AppWndProc() [d:\build\++ue4+release-4.17+compile\sync\engine\source\runtime\core\private\windows\windowsapplication.cpp:721]
user32
user32
UE4Editor_Core!FWindowsPlatformMisc::PumpMessages() [d:\build\++ue4+release-4.17+compile\sync\engine\source\runtime\core\private\windows\windowsplatformmisc.cpp:1009]
UE4Editor!FEngineLoop::Tick() [d:\build\++ue4+release-4.17+compile\sync\engine\source\runtime\launch\private\launchengineloop.cpp:3151]
UE4Editor!GuardedMain() [d:\build\++ue4+release-4.17+compile\sync\engine\source\runtime\launch\private\launch.cpp:166]
UE4Editor!GuardedMainWrapper() [d:\build\++ue4+release-4.17+compile\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:134]
UE4Editor!WinMain() [d:\build\++ue4+release-4.17+compile\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:210]
UE4Editor!__scrt_common_main_seh() [f:\dd\vctools\crt\vcstartup\src\startup\exe_common.inl:253]
kernel32
ntdll

This happens on world removal, can you write step by step instruction what do you do so i can check if it happens on my side too? If it does then it maybe a bug

Thanks for your answer!

So: I deleted everything there was in the level except for MediaPlayers and panels where the videos are played. I made Sun, Skysphere, Lightsource into a Sublevel and added it to this level, together with LightmassImportanceVolume (separate Sublevel for them), and 5 more sublevels for the Physical world (they look the same). From other Levels I pasted 13 Trigger Boxes and one Trigger Volume. Then in Blueprints I added EventBeginPlay/End for every Trigger Box (so that it plays the particular videos in certain spaces).

I actually managed to package/export the whole game yesterday, it had no issues whatsoever. (it’s still 5GB even though I pasted all those sublevels)