Crash teams projects but not mine

Others in my team get this error when they press start and i am the only one who don’t get it.
We have a component that is named spell system (I have tried to re-add the component and it is named correctly)
The crash started happens when we started to add animation montage, changed a variable type to animation to animation montage. We never used that variable until now.

MachineId:9E98F0D7494A3A5BEE3A63A4A96BF979
 
Unknown exception - code 00000001 (first/second  not available)
 
Assertion failed: ((UObject*)ContainerPtr)->IsA((UClass*)GetOuter()) [File:E:\UnrealEngine\UnrealEngine\Engine\Source\Runtime\CoreUObject\Public\UObject\UnrealType.h] [Line: 357]
'Spell_Syetem' is of class 'Spell_System_C' however property 'Str
 
KERNELBASE + 35740 bytes
UE4Editor_Core!FOutputDeviceWindowsError::Serialize() + 292 bytes [e:\unrealengine\unrealengine\engine\source\runtime\core\private\windows\windowsplatformoutputdevices.cpp:95]
UE4Editor_Core!FOutputDevice::Logf__VA() + 248 bytes [e:\unrealengine\unrealengine\engine\source\runtime\core\private\misc\outputdevice.cpp:144]
UE4Editor_Core!FDebug::AssertFailed() + 1079 bytes [e:\unrealengine\unrealengine\engine\source\runtime\core\private\misc\outputdevice.cpp:224]
UE4Editor_CoreUObject!UObject::execInstanceVariable() + 488 bytes [e:\unrealengine\unrealengine\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:975]
UE4Editor_CoreUObject!UObject::execStructMemberContext() + 158 bytes [e:\unrealengine\unrealengine\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:1502]
UE4Editor_CoreUObject!UObject::execStructMemberContext() + 158 bytes [e:\unrealengine\unrealengine\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:1502]
UE4Editor_Engine!UKismetMathLibrary::execMultiply_FloatFloat() + 113 bytes [e:\unrealengine\unrealengine\engine\source\runtime\engine\classes\kismet\kismetmathlibrary.h:61]
UE4Editor_CoreUObject!UFunction::Invoke() + 180 bytes [e:\unrealengine\unrealengine\engine\source\runtime\coreuobject\private\uobject\class.cpp:3713]
UE4Editor_CoreUObject!UObject::CallFunction() + 1112 bytes [e:\unrealengine\unrealengine\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:395]
UE4Editor_CoreUObject!UObject::ProcessContextOpcode() + 141 bytes [e:\unrealengine\unrealengine\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:1451]
UE4Editor_CoreUObject!UObject::ProcessInternal() + 1644 bytes [e:\unrealengine\unrealengine\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:602]
UE4Editor_CoreUObject!UObject::CallFunction() + 2707 bytes [e:\unrealengine\unrealengine\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:516]
UE4Editor_CoreUObject!UObject::ProcessInternal() + 1644 bytes [e:\unrealengine\unrealengine\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:602]
UE4Editor_CoreUObject!UObject::CallFunction() + 2707 bytes [e:\unrealengine\unrealengine\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:516]
UE4Editor_CoreUObject!UObject::ProcessInternal() + 1644 bytes [e:\unrealengine\unrealengine\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:602]
UE4Editor_CoreUObject!UFunction::Invoke() + 180 bytes [e:\unrealengine\unrealengine\engine\source\runtime\coreuobject\private\uobject\class.cpp:3713]
UE4Editor_CoreUObject!UObject::ProcessEvent() + 3036 bytes [e:\unrealengine\unrealengine\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:924]
UE4Editor_Engine!UActorComponent::ReceiveTick() + 74 bytes [e:\unrealengine\unrealengine\engine\intermediate\build\win64\inc\engine\engine.generated.1.cpp:827]
UE4Editor_Engine!UActorComponent::ConditionalTickComponent() + 199 bytes [e:\unrealengine\unrealengine\engine\source\runtime\engine\private\actorcomponent.cpp:1042]
UE4Editor_Engine!FActorComponentTickFunction::ExecuteTick() + 1001 bytes [e:\unrealengine\unrealengine\engine\source\runtime\engine\private\actorcomponent.cpp:602]
UE4Editor_Engine!FTickTaskSequencer::FTickFunctionTask::DoTask() + 214 bytes [e:\unrealengine\unrealengine\engine\source\runtime\engine\private\ticktaskmanager.cpp:322]
UE4Editor_Engine!TGraphTask<FTickTaskSequencer::FTickFunctionTask>::ExecuteTask() + 445 bytes [e:\unrealengine\unrealengine\engine\source\runtime\core\public\async\taskgraphinterfaces.h:671]
UE4Editor_Core!FTaskThread::ProcessTasks() + 3109 bytes [e:\unrealengine\unrealengine\engine\source\runtime\core\private\async\taskgraph.cpp:428]
UE4Editor_Core!FTaskThread::ProcessTasksUntilQuit() + 77 bytes [e:\unrealengine\unrealengine\engine\source\runtime\core\private\async\taskgraph.cpp:271]
UE4Editor_Core!FTaskGraphImplementation::WaitUntilTasksComplete() + 511 bytes [e:\unrealengine\unrealengine\engine\source\runtime\core\private\async\taskgraph.cpp:984]
UE4Editor_Engine!FTaskGraphInterface::WaitUntilTaskCompletes() + 367 bytes [e:\unrealengine\unrealengine\engine\source\runtime\core\public\async\taskgraphinterfaces.h:188]
UE4Editor_Engine!FTickTaskSequencer::ReleaseTickGroup() + 432 bytes [e:\unrealengine\unrealengine\engine\source\runtime\engine\private\ticktaskmanager.cpp:187]
UE4Editor_Engine!FTickTaskManager::RunTickGroup() + 1182 bytes [e:\unrealengine\unrealengine\engine\source\runtime\engine\private\ticktaskmanager.cpp:722]
UE4Editor_Engine!UWorld::RunTickGroup() + 102 bytes [e:\unrealengine\unrealengine\engine\source\runtime\engine\private\leveltick.cpp:696]
UE4Editor_Engine!UWorld::Tick() + 3024 bytes [e:\unrealengine\unrealengine\engine\source\runtime\engine\private\leveltick.cpp:1119]
UE4Editor_UnrealEd!UEditorEngine::Tick() + 5618 bytes [e:\unrealengine\unrealengine\engine\source\editor\unrealed\private\editor.cpp:1329]
UE4Editor_UnrealEd!UUnrealEdEngine::Tick() + 22 bytes [e:\unrealengine\unrealengine\engine\source\editor\unrealed\private\unrealedengine.cpp:347]
UE4Editor!FEngineLoop::Tick() + 4179 bytes [e:\unrealengine\unrealengine\engine\source\runtime\launch\private\launchengineloop.cpp:2257]
UE4Editor!GuardedMain() + 1404 bytes [e:\unrealengine\unrealengine\engine\source\runtime\launch\private\launch.cpp:142]
UE4Editor!GuardedMainWrapper() + 26 bytes [e:\unrealengine\unrealengine\engine\source\runtime\launch\private\windows\launchwindows.cpp:126]
UE4Editor!WinMain() + 249 bytes [e:\unrealengine\unrealengine\engine\source\runtime\launch\private\windows\launchwindows.cpp:202]
UE4Editor!__tmainCRTStartup() + 329 bytes [f:\dd\vctools\crt\crtw32\dllstuff\crtexe.c:618]

Hey

Since you’re the only one who does not receive this error, are there any major computer differences between you and your team? Is your team or are you able to replicate not being able to PIE on any other project? Without converting yoru project to a higher editor version, are you able to create a copy of it and try it in 4.8.0 Preview 2 and tell me whether or not you and your team receive a crash while in PIE?

Looking forward to hearing from you!

We have varying computers but even those with same spec crashes, it worked before and even with rollbacks it wont work.

edit: A temporary workaround, if we reconnect all nodes and compile it works until they restart the engine.

We notice that we only had to move a node so we trigger the ability to compile it (recompile). Then it works until they restart the engine.
Its an Actor (Character as parent) , (Player Controlled)

Hey

When you say that you reconnect all of the nodes and recompile the blueprint it works. Could you tell me what type of blueprint you/your team have to reconfigure in order for the project not to crash?

Thanks!

Hey

Would you be able to show me a screenshot of the blueprint which you have to reconnect? I want to see if I can get this crash to happen first of all, and also see if there is anything specifically in causing the issue.

Also, have you all tried to recreate this blueprint with the exact same information/nodes/etc?

Thank you! :slight_smile:

The blueprint is huge with an component that is also huge, will take a moment to set up a screenshot
Would take a mouth to recreate the component that might be the cause.

Temp image while i set a better one up with more detail

I could give you an Preforce login

Hey

Thank you for the screenshot unfortunately it doesn’t have enough details for me to see the nodes. Would you be able to upload this project for me and provide me the link within a private message on the forums?

While I appreciate you being able to provide perforce login information, I’m not able to log into that from our machines.

Looking forward to hearing from you, thanks! :slight_smile:

Hey

I have successfully downloaded and unzipped your project. I was able to open your project in 4.7.6. There were a few warnings that were provided, which seems to be related to some materials that didn’t load up for me, as well as the source control information. I have been able to run your project by playing within the editor, and I’ve also been able to launch on however I do not have an Oculus set up on my machine, so I received that error as well. There have been no crashes during the time I’ve been within your project.

While in your game, I did use the mouse buttons and moved around your level to ensure that the game was working properly. I also unconnected and reconnected nodes within the player blueprint to see if that caused any difference for me in performance, or even to try and get it to crash.

Are you or any of your team members able to think of anything that they’ve done while opening the project, or while working within the project that is causing the crash?

Just so that you know, I’m currently on a machine with 32 GB RAM and a Gefore GTX 770. I’m not sure how different my computer is compared to yours, and your team members.

Looking forward to hearing back from you, thanks!

What map did you test?

Hey,

I attempted this in the Harbour map. Is there a specific map that this crash is occurring in? I didn’t see a specific map pointed out previously.

Thanks!

Only the maps that are actually a map you play on, since player actor is not in Lobby or Selection Menu.
We are trying to replicate how i sent it to you but it was getting late and i get an answer by my team mate how it went when he downloaded the same zip as you and tried.
He could also not get the new version of the engine to work at all and had to reroll back to the version we are using.

We have an other problem with the server that accrued at the same time, some of us thinks its related to this and some don’t.
As a player connect to the server the server crash

One in my team tested with the zip i provided to you and got it to work.

Edit: Might be something with Config folder.

Hey

Were you and your team members able to add the scene into a blank project and it launched for you? Please provide me this information when you are able to.

Regarding the other two issues that you’ve mentioned. Since your teammate is having trouble installing the newest version of the engine it’s suggested that he create his own AnswerHub post to receive some assistance. Also, regarding your server crash, that unfortunately is not my area of expertise. I would highly suggest posting an additional question to AnswerHub to receive some additional assistance. I cannot say at this time whether or not that’s part of the reason why you’re having this crash, especially since only some of you are experiencing a crash while others have no trouble with the project.

Looking forward to hearing back from you! :slight_smile:

Hey

Try deleting your saved, intermediate and config folders. Make sure you back up the project before doing this just in case. However, I tested it on my computer and all seems to be working fine.

Thanks! :smiley:

Got it working by resetting Config folder, thanks for all the time you spend on helping me, could you make that as an answer so i can give you credit?