Crashing with projectiles/blueprint spawning projectiles

I have a weapon blueprint that spawns projectiles, after shooting for a few seconds to 30s it crashes the vast majority of the time

PS:
Trying to upload logs and dump files - for the log it says its not a permitted file type but copying it to a text document works fine. Dump files are also not allowed to be uploaded?

Using 4.7 preview 5.
It was also occuring in preview 4.

Dump file

DxDiag

Log

Hey.

This is just a fast eval from looking through your log:

It seems like that your array is trying to get an item where is none (Attempted to get an item from array Inventory out of bounds).

Probably because the ActivationCompenent seems to be empty (Accessed None ‘ActivationComponent’), same for Comp.

Could you show the full Blueprint and give some description what happens in general in that or those sequences?

Best

Hi Vesros,

Can you post a screenshot of the blueprint that you are using? Thank you!

the same crash is happening on starting pie every now and then as well, is there any way to confirm what blueprint this is happening in? Based on that information it doesn’t seem likely it’s the weapon blueprint anymore.

Well it looks like you have an array somewhere that is being populated with null values. If you have an array in your weapon can you post a blueprint of this setup?

The array out of bounds is coming from in here somewhere http://imgur.com/IPVPxqH it’s made from the offical umg inventory tutorial.

crash happening without the array out of bounds issue:

When i disconnect the nodes in this image I am not able to reproduce the crash anymore: http://imgur.com/TqrrVgL
link text

Okay. This is probably due to projectiles being destroyed but still being called upon somewhere. You should validate where they still are called so it won’t process further if its null or pending to kill.

Could you post some of the blueprints which actually initiates the projectile to be shot?

Apart from setting the impact blueprint the projectile I’m not doing anything with it post spawn(disabling the setting of the impact blueprint does not affect the crash).

current repro for me is (very reliable) to play in editor, fire a bunch of projectiles then exit out and hit play again. it never crashes the first time and the crash is immediate on hitting play again.

Edit:
I’m able to 100% repro it this way

Is it some how possible to get access to the Project?

Now I do understand that since this shouldn’t happen that it is likely not due to the many warnings and errors in the log provided. But it happened to me now and than that things got clunky, or even crashed when I ignored those. I general though think it shouldn’t crash all together.

removed materials and textures so quite a few errors due to that but the crash is just as reliable
https://drive.google.com/file/d/0B-fF6EOFJcFFZ2NKTXBkMzZKOEE/view?usp=sharing

Yeah I can reproduce that and according to the stack it is always with projectile Receive HIt in the second session. This is very strange. I hope Adams or anyone else with Support can at least send in a bug report or see for themselves.

I am sorry to be not more of a help.

@AdamDavis With the current Promoted Branch I tested it also out and there is no crash whatsoever with a couple of plays within PIE in sequence. So there has been some sort of a fix or a problem which causes this.

Hi everyone,

I just wanted to confirm that I was able to reproduce this on my end. I’m delving a little bit deeper to see if I can find the root cause before officially reporting it to our bug tracking system, however know that I have been able to reproduce it and will continue to attempt to narrow down the root cause.

Hi everyone,

If you could, go into your project settings>General Settings and turn the “maximum loop iteration count” to 999999999999. I believe the problem you are experiencing is that you are hitting the maximum amount of loops currently set in the editor. It would be a better idea to set this on a gate as opposed to a loop with a timer running at the interval you wish the projectiles to spawn, your “break” condition can be the close condition for the gate and it would work in a similar fashion. With the loops you are running, it seems that it is simply building too many loops too quickly and going past the loop limit, which will register as “infinite loops” until that number has been increased. Try this and let me know if it fixes your error.