Opened my current wip in 4.71 and it crashed

Opened my current wip in 4.71 and it crashed after trying to load my current level, as seen below:

MachineId:981779004833995E9654A3B467B27BBD
EpicAccountId:22e5ac31a7334c5695c9986f0d9d2c9d

Unknown exception - code 00000001 (first/second chance not available)

Assertion failed: (Index >= 0) & (Index < ArrayNum) [File:D:\BuildFarm\buildmachine_++depot+UE4-Releases+4.7\Engine\Source\Runtime\Core\Public\Containers\Array.h] [Line: 679]
Array index out of bounds: 3 from an array of size 2

KERNELBASE + 24684 bytes
UE4Editor_Core!FOutputDeviceWindowsError::Serialize() + 292 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\core\private\windows\windowsplatformoutputdevices.cpp:95]
UE4Editor_Core!FOutputDevice::Logf__VA() + 248 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\core\private\misc\outputdevice.cpp:144]
UE4Editor_Core!FDebug::AssertFailed() + 1079 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\core\private\misc\outputdevice.cpp:224]
UE4Editor_Landscape!FLandscapeComponentSceneProxy::GetStaticBatchElementVisibility() + 3311 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\landscape\private\landscaperender.cpp:1258]
UE4Editor_Renderer!FRelevancePacket::MarkRelevant() + 1414 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\renderer\private\scenevisibility.cpp:1068]
UE4Editor_Renderer!TGraphTask::ExecuteTask() + 449 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\core\public\async\taskgraphinterfaces.h:671]
UE4Editor_Core!FTaskThread::ProcessTasks() + 3125 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\core\private\async\taskgraph.cpp:428]
UE4Editor_Core!FTaskThread::ProcessTasksUntilQuit() + 77 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\core\private\async\taskgraph.cpp:271]
UE4Editor_Core!FTaskGraphImplementation::WaitUntilTasksComplete() + 511 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\core\private\async\taskgraph.cpp:984]
UE4Editor_Renderer!FTaskGraphInterface::WaitUntilTaskCompletes() + 367 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\core\public\async\taskgraphinterfaces.h:188]
UE4Editor_Renderer!ComputeAndMarkRelevanceForViewParallel() + 3094 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\renderer\private\scenevisibility.cpp:1266]
UE4Editor_Renderer!FSceneRenderer::ComputeViewVisibility() + 5132 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\renderer\private\scenevisibility.cpp:1988]
UE4Editor_Renderer!FDeferredShadingSceneRenderer::InitViews() + 666 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\renderer\private\scenevisibility.cpp:2159]
UE4Editor_Renderer!FDeferredShadingSceneRenderer::RenderHitProxies() + 61 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\renderer\private\scenehitproxyrendering.cpp:560]
UE4Editor_Renderer!RenderViewFamily_RenderThread() + 939 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\renderer\private\scenerendering.cpp:1110]
UE4Editor_Renderer!TGraphTask<FRendererModule::BeginRenderingViewFamily'::12’::EURCMacro_FDrawSceneCommand>::ExecuteTask() + 460 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\core\public\async\taskgraphinterfaces.h:667]
UE4Editor_Core!FTaskThread::ProcessTasks() + 3125 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\core\private\async\taskgraph.cpp:428]
UE4Editor_Core!FTaskThread::ProcessTasksUntilQuit() + 77 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\core\private\async\taskgraph.cpp:271]
UE4Editor_RenderCore!RenderingThreadMain() + 183 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\rendercore\private\renderingthread.cpp:282]
UE4Editor_RenderCore!FRenderingThread::Run() + 58 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\rendercore\private\renderingthread.cpp:385]
UE4Editor_Core!FRunnableThreadWin::Run() + 102 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\core\private\windows\windowsrunnablethread.cpp:73]
UE4Editor_Core!FRunnableThreadWin::GuardedRun() + 93 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\core\private\windows\windowsrunnablethread.cpp:26]
kernel32 + 5805 bytes
ntdll + 453476 bytes

thx

Hi neighborlee,

We’d love to help, but we’re going to need some more info.

Did you obtain UE4 from Github or from the Launcher? Which version are you on? The latest version is 4.7.2. Also, could you please provide us with the complete crash logs from UE4? You can attach directly to this thread.

You can obtain those by going to: C:\Users\yournamehere\Documents\Unreal Projects\MyProject5\Saved\Logs (or where ever you actually save your projects)

I’d also like to know exactly what you’re doing. If you could please provide me with the exact steps you’re taking to get UE4 to crash, that would be extremely helpful.

Thanks very much!

Via the Launcher.

4.71 was the latest at the time of the download, a few days ago.

I have logs, but they are far less complete than what I already gaveyou, justa bunch of dll lines , is that what you need ?

I tried to copy all of it,but its not letting me, or do you want me to attach the dmp file itself ? ( wait, it wont let me upload dmp file)

I wasn’t doing anything other than loading my WIP that I had in 4.4.3, and it crashed after loading the level, nothing else.

thx

4.7.2 should be available now through the launcher, if you want to give that a try.

Yeah, the dump file would be good if you can get that attached. I don’t have one handy to try myself, but I believe if you make a copy, and then change to .log or even .txt it should then be able to be attached.

Thanks much!

I tried, but when I downloaded launcher, it just asked if I wanted to remove, as that was the only option available, or is there something about installing new binaries Im missing ?

EDIT: Nevermind I get what you’re saying, I just haven’t installed new versions often enough to know its just that simple .

I’ll try adding 472 and hope that does it.

4.72 does the same thing. I’m apparently stuck using 4.4.3, and Im not all that happy about it.

So,- any more ideas before we find another engine ? We had high hopes for UE4 given the quality of games we’ve seen being done with it,but this mess doesn’t bode well for Epic. If there is a fix that might would, I’d love to hear about it. Continuing to use a ‘old’ engine version is not acceptable to us.

I do have an idea, were you able to find those logs?

Yes I’ll try that,sorry I didn’t earlier has been very busy here. I Changed to txt file and uploaded for assistance, please find attached.

I loaded crash into VS 2013 as well, and if it helps, it seems to be saying UE4 is setting a lot of breakpoints, but anyway there it is.

Thx
link text

One note here, I backed up my project and did a convert in place, and that too had the same problem.

Hi neighborlee,

Thank you for your patience. I think I am probably going to have to pass your issue on to someone with a bit more java expertise, as the array index out of bounds appears to be a java problem. We’ll dig into it a little more, just hang tight and have a nice weekend!

Ok ty for letting me know, sounds good, u2 :wink:

One more note: ;I did go from 4.4.3 > 4.5> 4.6 with no troubles, but I still can’t get past 4.72 level import crash, just a heads up I hoped might help you diagnose this. Same error as before, that has not changed at all. Lvl 3 array, expected 2.

thx
nl

Actually that does help and may in fact be the answer. Tomorrow we are releasing the 4.7.3 hotfix, which contains a fix for crashes when converting from 4.6.1 to 4.7. This may be the problem, so please try tomorrow with the new release and see if that fixes your problem, because if you were able to convert through all those releases with no issue, it sounds like it might be.

If you have ever been able to open your project after conversion to 4.7 and then started seeing the problem afterwards, this may not be it, and we’ll keep checking. Thanks for your patience!

WOndeful, ty so much for walking me patiently through this, so glad the answer may well be in sight :wink: I’ll post once fixed for resolved.

Cheers!

I’m crossing my fingers for both of us! :smiley:

Bad news sorry my friend; it looked like it was going to work, then black screen for too long, then this:

Btw, that scene , all the white, should be terrain, the white isn’t normal, and though its hard to see in snapshot, fps is amost 0, to about 3 or so.

Cheers

Did it actually crash this time? If it didn’t crash, that’s good, then at least we have a different path to explore.

More logs would be great since this is a new version with new problems. Gimme as many of these as you can: A new, community-hosted Unreal Engine Wiki - Announcements - Epic Developer Community Forums

Thanks! We’ll figure this out!

No crash, just very unresponsive, but ya on the right path ;)(

OK, edit: there is no engine /saved/log dir at all.

Please see log file from the only other DIrectory that applies, since I’ve not done any exe or app creations.

File waS 9mb , so this website wouldn’t allow me to uploade it as it exceeded size, but here is url in dropbox:

Cheers

Awesome! This is a lot more info. Let me see what we can do with these, and I’ll get back to you when we figure something out.