Version Control perforce setup causing unreal editor crash

I have been trying for a few days now to set up my version control with my team and cannot get it to work inside unreal editor. Every time I select perforce when attempting to connect my workspace, I get a crash. Here is crash data:

MachineId:
EpicAccountId:

Stack overflow - code c00000fd (first/second chance not available)

ASProxy64 + 237431 bytes
ASProxy64 + 140879 bytes
ws2_32 + 70835 bytes
UE4Editor_PerforceSourceControl!NetTcpSelector::Select() + 404 bytes
UE4Editor_PerforceSourceControl!NetTcpTransport::SendOrReceive() + 266 bytes
UE4Editor_PerforceSourceControl!NetBuffer::Receive() + 408 bytes
UE4Editor_PerforceSourceControl!RpcTransport::Receive() + 61 bytes
UE4Editor_PerforceSourceControl!Rpc::DispatchOne() + 81 bytes
UE4Editor_PerforceSourceControl!Rpc::Dispatch() + 544 bytes
UE4Editor_PerforceSourceControl!Client::WaitTag() + 66 bytes
UE4Editor_PerforceSourceControl!Client::RunTag() + 605 bytes
UE4Editor_PerforceSourceControl!Client::Run() + 14 bytes
UE4Editor_PerforceSourceControl!FPerforceConnection::RunCommand() + 2102 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\plugins\developer\perforcesourcecontrol\source\perforcesourcecontrol\private\perforceconnection.cpp:609]
UE4Editor_PerforceSourceControl!FPerforceConnection::EstablishConnection() + 1497 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\plugins\developer\perforcesourcecontrol\source\perforcesourcecontrol\private\perforceconnection.cpp:717]
UE4Editor_PerforceSourceControl!FScopedPerforceConnection::Initialize() + 174 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\plugins\developer\perforcesourcecontrol\source\perforcesourcecontrol\private\perforceconnection.cpp:788]
UE4Editor_PerforceSourceControl!FPerforceGetWorkspacesWorker::Execute() + 76 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\plugins\developer\perforcesourcecontrol\source\perforcesourcecontrol\private\perforcesourcecontroloperations.cpp:1015]
UE4Editor_PerforceSourceControl!FPerforceSourceControlCommand::DoThreadedWork() + 37 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\plugins\developer\perforcesourcecontrol\source\perforcesourcecontrol\private\perforcesourcecontrolcommand.cpp:42]
UE4Editor_Core!FQueuedThread::Run() + 123 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\core\private\hal\threadingbase.cpp:326]
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 + 5074 bytes
ntdll + 452948 bytes

This is happening in P4 API rather than in Unreal Engine, so it’s particularly difficult for me to understand what might be happening.

If you’re running through Visual Studio, could you also paste in contents of output log so I can see what it was trying to do. Even better, if you’re in position to compile engine, could you make a temporary change in Engine\Plugins\Developer\PerforceSourceControl\Source\PerforceSourceControl\Private\PerforceConnection.cpp, around line 712 in my current version: change const bool bStandardDebugOutput = false; to const bool bStandardDebugOutput = true; and paste in output before crash.

Many thanks!

Hi MakinBaconPancakes,

We haven’t heard back from you in a while, so I’m resolving this post for tracking purposes. Please let us know if you’re still experiencing this issue and provide information requested by Richard above, and we can continue investigating. Thanks!

Hi …I’m a tech sup engineer at Perforce and we have a user that has experienced this issue. I wasn’t able to replicate it on 4.8.2, but it’s clear it’s a network related issue. With that said, how do we get into more direct contact with Epic Games support, or should I just use one of our support contacts?

Hey, you should use one of your support contacts. I’m not sure off-hand who that would be.

I encountered same problem with 4.9, I activated it again, which works okay, but we would like to minimize our Plug-ins to minimum what we are actually using.

Hey Martin-

Could you post callstack and logs from your crash. Additionally, did you crash when trying to setup source control? Any additional information you can provide will be helpful as well.

Cheers

Hello I am experiencing this same issue. Source control is pointing to a server that does not exist anymore. Have tried uninstalling and re-installing Perforce helix and Unreal 4.10.4.

Crash Report:
MachineId:E2214064497B0A306AEB5287EC0C0969
EpicAccountId:f44ab86377f7471d84dadb16f5ff06ab

Stack overflow - code c00000fd (first/second chance not available)

“”

plsapp64
plsapp64
ws2_32
ws2_32
UE4Editor_PerforceSourceControl!NetTcpSelector::Select()
UE4Editor_PerforceSourceControl!NetTcpTransport::SendOrReceive()
UE4Editor_PerforceSourceControl!NetBuffer::Receive()
UE4Editor_PerforceSourceControl!RpcTransport::Receive()
UE4Editor_PerforceSourceControl!Rpc::DispatchOne()
UE4Editor_PerforceSourceControl!Rpc::Dispatch()
UE4Editor_PerforceSourceControl!Rpc::Dispatch()
UE4Editor_PerforceSourceControl!Client::WaitTag()
UE4Editor_PerforceSourceControl!Client::RunTag()
UE4Editor_PerforceSourceControl!Client::Run()
UE4Editor_PerforceSourceControl!Client::Init()
UE4Editor_PerforceSourceControl!ClientApi::Init()
UE4Editor_PerforceSourceControl!FPerforceConnection::EstablishConnection()
UE4Editor_PerforceSourceControl!FPerforceConnection::FPerforceConnection()
UE4Editor_PerforceSourceControl!FScopedPerforceConnection::Initialize()
UE4Editor_PerforceSourceControl!FPerforceGetWorkspacesWorker::Execute()
UE4Editor_PerforceSourceControl!FPerforceSourceControlCommand::DoThreadedWork()
UE4Editor_Core!FQueuedThread::Run() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\core\private\hal\threadingbase.cpp:400]
UE4Editor_Core!FRunnableThreadWin::Run() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\core\private\windows\windowsrunnablethread.cpp:74]

FYI: Just figured out my issue:

got rid of malware plsapp64 and everything worked perfectly

Unreal 4.11.2
P4V version: Perforce Visual Client/NTX64/2015.2/1312139
I use a perforce server on windows.When I clicked accept button in setting up version control interface, it crashed.
I have tried to create a new workspace, still crashed.
Here is log.I wish it could help.

MachineId:E829E4BC41346155B9347C8A311BF402
EpicAccountId:fad33617037841b5b467ec25dc81cb6b

Stack overflow - code c00000fd (first/second chance not available)

ASProxy64
ASProxy64
ws2_32
UE4Editor_PerforceSourceControl!NetTcpSelector::Select()
UE4Editor_PerforceSourceControl!NetTcpTransport::SendOrReceive()
UE4Editor_PerforceSourceControl!NetBuffer::Receive()
UE4Editor_PerforceSourceControl!RpcTransport::Receive()
UE4Editor_PerforceSourceControl!Rpc::DispatchOne()
UE4Editor_PerforceSourceControl!Rpc::Dispatch()
UE4Editor_PerforceSourceControl!Rpc::Dispatch()
UE4Editor_PerforceSourceControl!Client::WaitTag()
UE4Editor_PerforceSourceControl!Client::RunTag()
UE4Editor_PerforceSourceControl!Client::Run()
UE4Editor_PerforceSourceControl!ClientApi::Run()
UE4Editor_PerforceSourceControl!FPerforceConnection::RunCommand()
UE4Editor_PerforceSourceControl!FPerforceConnection::EstablishConnection()
UE4Editor_PerforceSourceControl!FPerforceConnection::FPerforceConnection()
UE4Editor_PerforceSourceControl!FScopedPerforceConnection::Initialize()
UE4Editor_PerforceSourceControl!FPerforceConnectWorker::Execute()
UE4Editor_PerforceSourceControl!FPerforceSourceControlCommand::DoThreadedWork()
UE4Editor_Core!FQueuedThread::Run() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\core\private\hal\threadingbase.cpp:402]
UE4Editor_Core!FRunnableThreadWin::Run() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\core\private\windows\windowsrunnablethread.cpp:74]

Hey,

Your callstack appears to match one provided by ElizaGo. I noticed one difference in that her callstack began “plsapp64” which she mentioned was malware. Your callstack mentions “ASProxy64” - can you check if you have any malware with this name and attempt to remove it?