Crash using 'Shot' command after using "HighResShot 2"

Not a serious problem but there’s some strange behaviour on my end with the HighResShot 2 command when used in combination with Shot. They both work fine when used on their own, but when I use them in a specific order (first HighResShot 2 then Shot right after that) it crashes the editor. When I go to the screenshots folder I find a completely blank (0 KB) bitmap image file with a default screenshot name (ScreenShot00001.bmp etc.).

It always happens, but only when the commands are used in the order I mentioned above, any other combination works fine. I’m pretty sure I remember having this crash back when I was using UDK as well.

MachineId:94E133D7495A22986E20738999062485
EpicAccountId:373458fd106f4ebeb77d7d72a9f645e6

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

msvcr120 + 247016 bytes
UE4Editor_Core!FArchiveFileWriterGeneric::Serialize() + 359 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\core\private\hal\filemanagergeneric.cpp:761]
UE4Editor_Core!FFileHelper::CreateBitmap() + 1385 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\core\private\misc\coremisc.cpp:430]
UE4Editor_Engine!UGameViewportClient::ProcessScreenShots() + 1180 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\engine\private\gameviewportclient.cpp:1250]
UE4Editor_Engine!FViewport::Draw() + 1247 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\engine\private\unrealclient.cpp:999]
UE4Editor_UnrealEd!UEditorEngine::Tick() + 8339 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\editor\unrealed\private\editor.cpp:1515]
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]

Another thing, the GPU driver crashes and is reset by Windows when using HighResShot 4 or higher, I’m aware that this generates an insanely high resolution so a crash is predictable but it’s a bit dangerous since a driver reset crashes a lot of programs including the engine and the launcher itself which might have people lose work if they accidentally typed a number that’s too high.

Hey Logithx,

As you mentioned, depending on the GPU you are using and your system specifications, the High Resolution Screenshot is known to cause crashes and will definitely be unstable when using really large multipliers. The documentation has a small warning about this as well so users know they are dealing with a tool that is not completely stable at the moment.

High Resolution Screenshot

With that being said, I also tested what you are reporting and was not experiencing the same crash. I used the console command ‘HighResShot 2’ and when that completed, immediately used the ‘Take a Screenshot’ button within the High Resolution Screenshot Tool. I then navigated to my ‘Saved’ folder within the specific project and had the two high resolution shots saved as images within that folder.

If my steps or process differ from yours, please let me know what I need to do in order to reproduce the issue you are reporting. Since the high res shot is dependent on your GPU, would you mind providing me with your dxdiag as well?

Thank you,

Hey, I see that you used the ‘Take a Screenshot’ button and the High Resolution Screenshot Tool, which I didn’t use. Let me be more specific in my steps towards the crash:

  1. Open a level
  2. Select the Perspective Viewport
  3. Click on the big ‘Play’ button (or ALT+P)
  4. Max out the Viewport by pressing F11
  5. Open the command console (opens with ` key for me)
  6. Type ‘HighResShot 2’ (this works fine)
  7. Type ‘Shot’ (editor now crashes)

Strangely enough the Shot command does not automatically show up when you start typing it, all other commands do.

I also just discovered that the crash doesn’t happen if I keep the viewport really small (like when they’re on default where you have four viewports).

Included the dxdiag if needed.

dxdiag

Hey Logithx,

Thank you for the extra information and the easy to follow repro steps. With the new information you have provided, I was able to reproduce the crash on my end.

I have gone ahead and entered a bug report for this issue UE-13358

Thank you for taking the time to report this issue as it helps improve upon the Engine and its features. If you have any further questions or need additional assistance please let us know.

Cheers,