Too many meshes in a character cause crash?

I get this crash when I play in the editor. I think it’s the character, it has 5 static meshes(used when clicking add component) attached to it. Here is the log:

MachineId:4D9190164793A10B603570B7E4EEAEA5
EpicAccountId:65d7dc248a8b46a89aa8dded3275974c

Access violation - code c0000005 (first/second chance not available)

UE4Editor_Engine!UCharacterMovementComponent::FindFloor() + 582 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\engine\private\charactermovementcomponent.cpp:4378]
UE4Editor_Engine!UCharacterMovementComponent::OnMovementModeChanged() + 178 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\engine\private\charactermovementcomponent.cpp:658]
UE4Editor_Engine!UCharacterMovementComponent::SetMovementMode() + 107 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\engine\private\charactermovementcomponent.cpp:636]
UE4Editor_Engine!UCharacterMovementComponent::SetDefaultMovementMode() + 91 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\engine\private\charactermovementcomponent.cpp:599]
UE4Editor_Engine!APawn::PawnClientRestart() + 18 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\engine\private\pawn.cpp:369]
UE4Editor_Engine!APlayerController::ClientRestart_Implementation() + 310 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\engine\private\playercontroller.cpp:734]
UE4Editor_Engine!APlayerController::execClientRestart() + 118 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\engine\classes\gameframework\playercontroller.h:148]
UE4Editor_CoreUObject!UFunction::Invoke() + 180 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\coreuobject\private\uobject\class.cpp:3684]
UE4Editor_CoreUObject!UObject::ProcessEvent() + 2715 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:920]
UE4Editor_Engine!AActor::ProcessEvent() + 259 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\engine\private\actor.cpp:529]
UE4Editor_Engine!APlayerController::ClientRestart() + 73 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\intermediate\build\win64\inc\engine\engine.generated.1.cpp:2168]
UE4Editor_Engine!APlayerController::Possess() + 416 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\engine\private\playercontroller.cpp:787]
UE4Editor_Engine!ULevel::PushPendingAutoReceiveInput() + 1289 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\engine\private\level.cpp:1872]
UE4Editor_Engine!APlayerController::InitInputSystem() + 296 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\engine\private\playercontroller.cpp:655]
UE4Editor_Engine!APlayerController::SetPlayer() + 244 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\engine\private\playercontroller.cpp:3667]
UE4Editor_Engine!UWorld::SpawnPlayActor() + 1225 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\engine\private\levelactor.cpp:598]
UE4Editor_Engine!ULocalPlayer::SpawnPlayActor() + 451 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\engine\private\localplayer.cpp:241]
UE4Editor_Engine!UGameInstance::StartPIEGameInstance() + 1148 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\engine\private\gameinstance.cpp:198]
UE4Editor_UnrealEd!UEditorEngine::CreatePIEGameInstance() + 8708 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\editor\unrealed\private\playlevel.cpp:2861]
UE4Editor_UnrealEd!UEditorEngine::PlayInEditor() + 7184 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\editor\unrealed\private\playlevel.cpp:2212]
UE4Editor_UnrealEd!UEditorEngine::StartQueuedPlayMapRequest() + 643 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\editor\unrealed\private\playlevel.cpp:974]
UE4Editor_UnrealEd!UEditorEngine::Tick() + 3604 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\editor\unrealed\private\editor.cpp:1226]
UE4Editor_UnrealEd!UUnrealEdEngine::Tick() + 22 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\editor\unrealed\private\unrealedengine.cpp:347]
UE4Editor!FEngineLoop::Tick() + 4179 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\launch\private\launchengineloop.cpp:2257]
UE4Editor!GuardedMain() + 1404 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\launch\private\launch.cpp:142]
UE4Editor!GuardedMainWrapper() + 26 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\launch\private\windows\launchwindows.cpp:126]
UE4Editor!WinMain() + 249 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\launch\private\windows\launchwindows.cpp:202]
UE4Editor!__tmainCRTStartup() + 329 bytes [f:\dd\vctools\crt\crtw32\dllstuff\crtexe.c:618]

Any ideas?

Hi Gunnar0,

Can you also add the Log and dmp files in a zip here. You can find these in your project folder > Saved > Logs.

From my initial trial I was not able to reproduce this. Would you mind also sharing how you are adding these to the character with your blueprint event graph or any other steps that is causing the crash.

Thank you!

Tim

Sure I’ll do that when I get the time (not home)

Here is what I did:

36952-untitled.png

I used the add component, does that have to do with this?

That is the test that I tried as well. I did the same with the Third Person Character template and I was not able to get this crash.

Can you provide the logs and dmp files in your project folder? Can you also include your DxDiag?

Thank you!

Tim

Yes, would the log and Dmp File Be at the top or bottom of list? And what’s dxdiag

Logs and Dmp file: This is located in your Project Folder > Saved > Logs

Just zip this folder and attach here or post a link for me to download it.

DxDiag is a system specification rundown that lists your system specs along with drivers and windows version being used. You can run DxDiag by going to Windows Start Menu > Run > DxDiag

After a moment a program will open. Click save to text in the bottom right and upload that txt document here as well or include it in the zip with the logs and dmp files.

Here they are:

Thank you for the files!

Unfortunately, I’m still unable to reproduce the crash on my end.

  • Is there any settings that you’ve changed in the meshes added to the character BP?
  • If you remove the meshes from the character does it still crash?
  • Is this something that you can reproduce in a new project or is it just happening with this project?
  • if you’re not able to reproduce it in another project, would you be willing to share the project that is causing the crash and I can take a look to see what’s going on? It wouldn’t need to be the entire project. Assets that are not related to what causes the crash can be removed.

At the moment my character has 8 skeletal meshes and 16 static meshes attached to it.

Let me know and I can continue to look into this one.

Sorry it took a while:

  1. No
  2. Yes but I didn’t remove a lot
  3. It didn’t do this in another project
  4. I’ll try to get that project to you when I can.

Also does the objects touching each other do anything? I made them touch in the test project and I’m working another level that works with a multi-mesh gun.

Here is my example with everything set to simulate physics.

I’ve tried multiple ways to get this to crash using the methods you’ve described, but no luck.

If it’s not happening in another project, I cannot guarantee I can reproduce it. Sometimes things will become corrupted like that and typically if you migrate everything to a new project it can resolve itself.

I’ll be glad to look though when you get a chance to upload the project.

Thanks!

Tim

Go here: Dropbox - Error

I’m not sure if I’m missing something here, but I don’t see anything but the character in your character BP or the mycharacter bp. There is no additional meshes attached. I’ve added about 12 static meshes to each character to see if I could reproduce a crash, but no luck.

I’m open to suggestions at this point.

There is only a character, I even tested it to see if it would crash.(It did)
Anyways, it doesn’t show in the BP viewport? Are the mesh components there? If not can you send a screenshot so I can see if the project is accurate?

I was able to figure it out. I found the box car map with the box car BP.

I’ve been trying to reproduce the crash this morning with a fresh Blueprint and multiple ways of adding the components by the details panel in the main viewport and adding them in the BP windows, but I am still having no luck recreating this from scratch.

It looks like your BP has become corrupted. If I open the BP editor I can select Mesh, Capsule Component, and Character Movement and they will not show any information in the details panel on the right like it’s supposed to. If I choose these same components in the details panel in the main viewport for the game I can see their information and edit.

I tried to recreate the BP in a fresh Character Class BP and was not able to reproduce this. At this point, this would likely be the best option to recreate the character in a new BP and proceed from there. If you have this happen again, let me know the exact reproduction steps and I can see if I get the same results on my end.

Ok, thanks. At least this wasn’t one of my important characters.

Would you mind looking at this other question i have? It’s really weird. Level Not Loading - Platform & Builds - Unreal Engine Forums

Just an update on the original problem. I was not able to reproduce this, however, there was already a bug report submitted that a developer was looking at for another issue that had the same reason for the crash. He is investigating this with your asset since it’s a reproducible way to get the crash. This may be resolved in a later release if it can be determined the cause.

For your other issue. I’ve assigned myself and I’ll look into this more next week when I’m back in the office.

Ok. ______