[4.8.2] PIE Crashing With No Discernible Error

The project was able to run in PIE before 4.8.2. It still runs if I launch it in a standalone window. I’ve attached the entire crash report. I’ve also attached the crash log from the /Saved/Logs/ folder. This is all zipped. I hope this helps.

When I finish casting a spell and it attempts to spawn the actor for the spell itself, the PIE version of the game hangs. In the standalone game mode, it runs fine.

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Hi ,

Does this occur in a clean, blank project with no additional content? Have you made sure that the variables within your blueprints are still correctly referenced? I don’t think they would have become null but it is worth a look. Additionally, can you post the callstack here the next time it crashes? Finally, can you please run a verify on your engine version to make sure no files were damaged or are missing? You can do this through your launcher by going to library and opening the dropdown context menu on your engine version. If a file is damaged or missing, it will be repaired/replaced.

I tried verify, but it did not fix it.

It does not hang or crash in clean, blank projects. It hangs for a bit before crashing in the PIE version of the game. It does not crash and runs fine when launched from the editor using the standalone game method.

Callstack in a txt file

It was too large to post as a response.

Posting the .txt file is preferable. It makes it much easier to read what is going on in the bug report and allows me to take a closer look at the log/callstack separately. What are the specific steps you take just before the crash occurs? You said you cast a spell, can you show me the blueprint setup you are using to call the spell as well as the blueprint for the spell itself?




If I don’t call the Spawn Actor node in the 2nd picture, it runs fine. So, here is the SpellLogic actor.






Do you have a copy of the project you would not mind sharing? I’ll be happy to take a look to see what may be occurring.

Hi Poshokov,

We have not heard from you in several days. I am marking this as answered for tracking purposes. If you are still experiencing this error, please comment with the requested information.

Edit: It seems like the crash was being caused by reparenting. I recreated the blueprints to directly inherit from SpellLogic, and then I copied the Blueprint information over node for node and, in the end, it has ended the crashing, at least for now.

Hi ,

I’m happy to hear this is no longer occurring for you. If these crashes occur again, please comment with the updated information and I’ll be happy to take another look.

It is occurring again, except this time with a new actor. I believe that the bug is originating from either using structs or data tables. Both the earlier mentioned spell actor and the current pickup actor both pull a struct from a data table which is then broken to pull important data. The game then crashes on the same “If Fully Loaded” statement at that stage.

You had mentioned me potentially uploading the project so that it could be looked at. If I were to do that, are there any services in particular you would prefer? Or would Google Drive be OK?

Addendum:

It seem, in the case of the new object, that it is being caused by the pickup actor’s item data struct being set to replicated.


In that BeginPlay, everything is hooked up. If ItemDataStruct is set to replicate, the game crashes if it is run in PIE. If ItemDataStruct is not set to replicate, it runs fine.

Yep. That led me to the origin of the other bug which I was able to recreate. I’ll try to find a solution to the other bug, but for the time being, I’ve managed to recreate the bug (and I also know how to bandaid fix it).


In this one, it is the spell logic class being dragged out of the Break BP_BasicSpellStruct. The name “SpellIndex” is not being replicated. Changing it to being replicated does nothing to solve the problem. When the game tries to spawn the actor based off of the BP class inside the struct

The aforementioned bandaid fix:

I need to have the following classes all open in separate tabs - BP_BasicSpellStruct, SpellTable, SpellLogic, and then I must also have every spell’s individual logic open, or I cannot cast that spell in PIE. I only currently have 4 spells right now, thankfully.

Edit:

I thought I had fixed it, but the moment I closed UE4 and tried it again, it no longer works in PIE again. Same error.

Do you have a sample project I can take a look at? I’d be happy to take a look and try to reproduce this on my end or find out what may be occurring.

if there are any files that are not necessary to reproduce the bug that can be removed it would be a good idea to remove them to make it faster, but I can get a larger file if absolutely necessary. The smaller the project that this can be reproduced in, the faster I can look and see what is going on. With the project, please include detailed steps to reproduce this on my end.

Would it be too much to send the main project I’m working out of? It’s currently 7.5 GB while zipped.

https://drive.google.com/file/d/0BxCJ8Oll2-zUcmdmbXVTck00M0E/view?usp=sharing

Edit: It will pop up with a few dozen errors, but I cut out all of the particle effects and all of the marketplace assets I purchased.

To get the crash to happen, you must launch in PIE with either 2 players and then follow the directions on the client or 1 player and have dedicated server selected (2 players w/ dedicated server also works and is what I almost always test on). Hit 1, 2, 3, or 4 to cast a spell.

1 requires a player besides yourself to be targeted. 2 requires you click on the ground to begin casting. 3 and 4 start instantly, though.

The spell logic actor isn’t spawned for 1 and 2 until they complete casting. 3 and 4 spawn the spell logic actor instantly. The act of spawning the spell logic actor is what is causing the crash (at least for me).

Hi ,

I am still looking into what may be causing this crash. I have not been able to limit the reproduction down to specifically where it is occurring, but I do get the crashes on spellcast as you mentioned. I will post here when I have updated information on the bug.

I upgraded the project to 4.9 and then to 4.9.1 and tried the new load asset nodes. It does not solve the issue. Now, though, I’ve found another weird way to trigger the crash:

  • Unplug the class input from the spawn actor node.
  • Manually set it to BP_Tranquility
  • Plug the other assets back into the spawn actor node.
  • Try to launch it and it casts the spell
  • Plug the class node from the struct back in
  • It will now crash
  • On relaunch, Tranquility will now work even if you’re casting it from the struct’s spell logic node, but the other 3 will not work

If you repeat these steps with one of the other spells, you will make one of the other spells start working, but the rest will begin crashing the game again.

Hi ,

While I could not discover the root of the error, I have entered a bug report, UE-21394, to be assessed by the development staff.