Hello, after moving away from the starting point of the game, I keep getting this crash while restarting the game, the game becomes unplayable after crashing.
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!UEngine::BlockTillLevelStreamingCompleted() [D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\UnrealEngine.cpp:14961]
UnrealEditor_Engine!UGameInstance::StartPlayInEditorGameInstance() [D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\GameInstance.cpp:530]
UnrealEditor_UnrealEd!UEditorEngine::CreateInnerProcessPIEGameInstance() [D:\build\++UE5\Sync\Engine\Source\Editor\UnrealEd\Private\PlayLevel.cpp:3210]
UnrealEditor_UnrealEd!UEditorEngine::OnLoginPIEComplete_Deferred() [D:\build\++UE5\Sync\Engine\Source\Editor\UnrealEd\Private\PlayLevel.cpp:1673]
UnrealEditor_UnrealEd!UEditorEngine::CreateNewPlayInEditorInstance() [D:\build\++UE5\Sync\Engine\Source\Editor\UnrealEd\Private\PlayLevel.cpp:1936]
UnrealEditor_UnrealEd!UEditorEngine::StartPlayInEditorSession() [D:\build\++UE5\Sync\Engine\Source\Editor\UnrealEd\Private\PlayLevel.cpp:2941]
UnrealEditor_UnrealEd!UEditorEngine::StartQueuedPlaySessionRequestImpl() [D:\build\++UE5\Sync\Engine\Source\Editor\UnrealEd\Private\PlayLevel.cpp:1250]
UnrealEditor_UnrealEd!UEditorEngine::StartQueuedPlaySessionRequest() [D:\build\++UE5\Sync\Engine\Source\Editor\UnrealEd\Private\PlayLevel.cpp:1153]
UnrealEditor_UnrealEd!UEditorEngine::Tick() [D:\build\++UE5\Sync\Engine\Source\Editor\UnrealEd\Private\EditorEngine.cpp:1777]
UnrealEditor_UnrealEd!UUnrealEdEngine::Tick() [D:\build\++UE5\Sync\Engine\Source\Editor\UnrealEd\Private\UnrealEdEngine.cpp:517]
UnrealEditor!FEngineLoop::Tick() [D:\build\++UE5\Sync\Engine\Source\Runtime\Launch\Private\LaunchEngineLoop.cpp:5369]
UnrealEditor!GuardedMain() [D:\build\++UE5\Sync\Engine\Source\Runtime\Launch\Private\Launch.cpp:202]
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
[Solution]
Player Start Points checked “Is Spatially Loaded”. “ChoosePlayerStart” function return null, when world started and this cause crash