"Good-Morning-Crash" on Play with 4.6.1

Just everything was working perfectly yesterday with my main menu-Level, and this morning when first launch it crashes on playing on PIE.
Don’t even know where to start looking… >:-( … really dis-motivational.

4.6.1 Binary

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Trying to delete last nodes of events I was working last night… and know what? It just crashed when I deleted a node. Just that: Click the node + press delete: = CRASH

I think event delegates is currently unusable, any time I try to make my custom events and bind delegates crashes start to rise!

I can’t delete this node or compile this level blueprint because it just CRASHES every time. UE4 is painful, desiring to cancel my project any time I start to have this stupid crashes.

My latest experience with UMG taught me that it seems to be very unstable and crashes rather easily, unless I playtest using the “Standalone Game” option, instead of in editor testing. It’s a little bit slower, but at least it does not crash that way when working with UMG.

I’m not using UMG, my game is pure of actors and SpritePapers. Avoided to use UMG because of the crashes that you say. When less features you use form UE4, less probabilities of crash. This crash is related to blueprint Event Delegates.

According to the log, the problems start very early on with something named BallPassFlagNoty / BallPassFlag. That would be the logical starting point to sort out/clean up before trying to delete anything else. Other than that, rolling back to the previous project revision is always a way out, assuming you’ve got source control set up.

That’s a similar issue, still there unresolved described here for another similar issue before that: Crash: Loading a new level from the editor "(level) still around trying to load" - Community & Industry Discussion - Unreal Engine Forums

The thing is any time I use message dispatcher and bind to delegate, the project runs but those red-error messages start to appears. Then when I “fix” one, deleting it and making a workaround avoiding delegates then a new binding start to show that error messages in the log.

BallPassFlagNotify is not present never in this level since is inside a different Game Mode that it’s not currently crashing.

The crash came for new event binding I tried for an blueprint actor in event, there was no way to fix it, not event deleting nodes, so I decided to go to the most painful way: Deleted the whole level and recreate it.

Hey -

There is a known issue with event dispatchers not behaving properly in 4.6 that is currently being investigated internally as UE-6396. If possible, please check if you are still having issues using event dispatchers in the current 4.7 preview 2 available through the launcher.

As for the level blueprint causing a crash when modified/compiled, does this also occur in a new project as well or only in the current project? Could you also test this in 4.7 and let us know if the crash occurs in your project there as well?

Cheers

Hi Dough,
Good to know that you’re currently investigating event dispatcher issues.
In order to advance in the development of my game I resolved this crash the
hard way, reworking the level from scratch since the editor did not allow me to edit it without crashing.
I’ll try to do some test with 4.7 but seems that converting my whole game from 4.6.1 will bring even more problems.

After opening the 4.7 preview of the engine through the launcher you should be prompted when you double click on the current project. From this prompt you can choose to create a copy of the project in the engine version you are currently working in. This will make no changes to the current project (4.6.1) but instead recreate all of the projects assets as a new project. This way you can check out the features to come in 4.7 without having to worry about anything in the 4.6.1 version being affected.

I did it, tried with 4.7 preview 2, same crashes. I’ll send you my project via forum if you want to try it.
This time raised some good access violation and unknown exceptions … .
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Hi Dough, how risky would be for me, if I decide to develop my commercial project with the 4.7 preview? Seems a crazy idea but anyway I’m leading with lot of crashes that have to fight by myself. I’m thinking on trying help even more with detecting issues with the hope that most will be fixed in the 4.7 release… What did you recommend?

best regards,
Denys

The preview versions of the engine are meant to give users an idea of new features and fixes to expect when the final version is released. Its great for checking out what’s to come however it would be best to hold off major development until the final release.

In terms of the crash, it seems to occur when the actor “TFlexButton_C” is accessed. It could be trying to access something that doesn’t exist yet or has been cleaned up and removed by garbage collection. Is this button created with UMG or blueprint? Also, what is the button supposed to do when clicked?

Cheers

Hi , better then to stay in 4.6.1 and report bugs from this one.
TFlexButton_C call a message dispatcher then in the level blueprint I bind an event to it. When I later fixed it, I just delete all nodes and try to bind it in a different way using “Assign to”. When it was crashing I right clicked over the blueprint graph with the TFlexButton selected and directly created an event for it, it worked on the editor until I closed and reopened the project.
I have not a safe way to bind event delegates, they work for some time, then at some point, hours, days or weeks they become corrupt or something and a crash appears.
I’m not using UMG, my buttons and all my UI are simple sprites actors, when UMG crashed on me the first time I drop it, and started making all using sprites, also I believe the package size remain smaller the less engine features I use.
Thanks

Hey -

Though I wasn’t able to track down the exact cause, the problem with the main menu seems to involve the LevelsItemMatrix. Trying to compile the level blueprint or play in editor will cause a crash immediately, however removing the matrix from the scene outliner allowed the compile to complete although there were errors. You may want to redo the LevelsItemMatrix and the logic behind it in the level blueprint.

As mentioned earlier, there are known issues with using event binding in 4.6 that are being addressed for the 4.7 release. Another solution you could use would be to use a custom event call in place of the event dispatcher. Then you can make a call to the custom event instead.

Cheers