Promoted branch - bug and crash reports

I decided to try the ‘promoted’ branch and got some bugs to report.

  1. When packaging the game, or when compiling in VS2013 in “Development” (not “Development Editor”) configuration, the following error occurs:

    [2014.11.16-22.54.44:711][ 46]MainFrameActions: Empacotamento (Windows (64 bits)): UnrealBuildTool: ERROR: All source files in module “Core” must include the same precompiled header first. Currently “D:\UnrealEngine\Engine\Source\Runtime\Core\Public\Core.h” is included by most of the source files. The following source files are not including “D:\UnrealEngine\Engine\Source\Runtime\Core\Public\Core.h” as their first include:

    [2014.11.16-22.54.44:711][ 46]MainFrameActions: Empacotamento (Windows (64 bits)): UnrealBuildTool:

    [2014.11.16-22.54.44:712][ 46]MainFrameActions: Empacotamento (Windows (64 bits)): UnrealBuildTool: D:\UnrealEngine\Engine\Source\Runtime\Core\Private\GenericPlatform\GenericPlatformContext.cpp (including D:\UnrealEngine\Engine\Source\Runtime\Core\Private\CorePrivatePCH.h)

    [2014.11.16-22.54.44:712][ 46]MainFrameActions: Empacotamento (Windows (64 bits)): UnrealBuildTool: D:\UnrealEngine\Engine\Source\Runtime\Core\Private\HAL\MallocCrash.cpp (including D:\UnrealEngine\Engine\Source\Runtime\Core\Private\CorePrivatePCH.h)

…and other cpp files, attached the log (see line 878).

  1. Crash when you open the dropdown menu to change editor language.

  2. As of today’s update, the editor crashes when starting up. The log doesn’t says anything meaningful I believe. I have attached the dump and log. Also, reading the value of the variable UWidgetBlueprint* WidgetBlueprint in FReply CompileWidgetBlueprint() (the penultimate function in the call stack), apparently it was trying to compile a specific widget blueprint, which I have also attached in that zip.

Btw: bugs 1 and 2 were on yesterday’s version; bug 3 happened after today’s update (latest commit was “Rebuilt binaries for promoted changelist 2364633”)

Well, found a workaround for bug #3. In FReply CompileWidgetBlueprint(), I replaced if (GIsEditor) with if (GIsEditor && GEditor), apparently GEditor was NULL or invalid when that crash happened. Porbably a workaround though, not the real fix.

Bugs #1 and #2 seem to have already been fixed in the latest code (running the Master branch now).

Hi ,

I did a clean build of the Promoted branch from a couple days ago (based on changelist 2364633), and was unable to see any of the errors you mentioned. Were you using a specific template when you tested this?

I’m using ShooterGame, but is too heavily modified by now.

Note my other comment, bugs 1 and 2 have already been fixed.

Regarding #3, did you not get the crash with the attached widget blueprint?

PS. The attached widget bp might not load at start for you because it’s not in use by anything; you might have to reference it in something that is loaded at start, maybe a custom player controller.

I brought the Widget Blueprint that you provided into the project and referenced it in a custom PlayerController that the project was then set to used. I was able to open and close the project several times without seeing a crash.

Are you able to see the same issues in a new project from one of the templates in the promoted branch? I understand that some of them appear to have been corrected in the Master branch, but if I can reproduce the issues in Promoted we can verify that they have been properly corrected.

Hmm yeah, I tried what you did too (new project with that widget bp), and I didn’t get a crash either. So it could be a combination of several factors that’s causing it.

Tomorrow I’ll compile the engine in debug mode and see if I’m able to track down the issue, or at least provide you a full dump file.

Ok, so I tried the latest master branch (up to Nov. 23), and all 3 bugs are gone! (Actually the change I proposed in the first comment was integrated here)

One other bug I always forget to report (has been around for a long while). The material Material'/Engine/EditorShapes/Materials/M_ShapeMaster.M_ShapeMaster' has missing textures. Maybe they weren’t added to the prerequisites package. The missing textures are the following:

/Engine/EditorShapes/Textures/T_ShapeNormal.T_ShapeNormal
/Engine/EditorShapes/Textures/T_ShapeDiffuse.T_ShapeDiffuse

I am glad to hear that it seems like the issues that you mentioned have been resolved.

For the other existing bug that you mentioned, would you be able to create a new post for that one since it appears to be unrelated to the other issues in this thread? Myself or one of the other members of the support team will look into that one as well.

Sure, here it is

https://answers.unrealengine.com/questions/138051/missing-engine-files-textures-for-m-shapemaster.html