UE4 4.8.2 crashes randomly with no minidump (APEX_DestructiblePROFILE_x64.dll)

Hi, everyone

This issue is blocking me from proceeding with my work entirely. It occures once in a 1-5 minutes and is pretty much random. Much more often it happens when hitting “Play” or switching between tabs in animation BP. editor just crashes with no minidump whatsoever on my main PC and with a dump on my laptop. When i try to debug it with VS it shows “Unhandled exception at 0x000007FEDD18EE45 (APEX_DestructiblePROFILE_x64.dll) in UE4Editor.exe: 0xC0000005: Access violation reading location 0x0000000000000000.” and since i’m not so good with code i can’t proceed further

I’ve gone through topics and tried what people do in this case: reinstall FMOD, engine and drivers. Clean reinstall of these gave nothing

Did anyone encounter stuff like this?

UPDATE: 100% reproduce is trying to play scene without compiling animation BP and saving it first

Hi Roland_Price -

Thank you for your report. We have assigned this issue to a member of our support staff, and they will begin investigation as soon as possible. If we are unable to reproduce issue, or we need additional information, our staff member will comment here with additional questions. Otherwise, we will post an ‘Answer’ once we have logged issue in our bug database or we have a solution for it.

In meantime, please be sure to review our suggestions for how to report a bug, and feel free to edit your post if you have additional information to provide:

Thank you -

Eric Ketchum

Hey Roland,

It sounds like you have already gone through a few trouble shooting steps to ensure that it’s not an issue on your end :).

There area few things that I would like to know so that I am able to narrow this issue down even further.

1.) What OSX are you on.
2.) Are you on a Windows or a Mac?
3.) What is video card that you have installed?
4.) Do you have any add-ons that you use inside of editor other than FMOD
5.) After all of that. Try uninstalling FMOD. If that still doesn’t work uninstall UE4 and reinstall without FMOD.

Thank you

Yeah,

If you are able to narrow it down on your own more power to you and your team. It doesn’t sound like a graphical issue then it sounds more like something within that blueprint is causing engine to reject it.

I will link you wiki page for CharacterBP and Blueprinting in general. Hopefully this will allow you to narrow down your list of suspects.

https://docs.unrealengine.com/latest/INT/Gameplay/HowTo/CharacterMovement/Blueprints/index.html

Hi,

Sorry, about config - slipped my mind :slight_smile:

  1. Win7x64 Professional
  2. First one kinda says it all :slight_smile:
  3. MSI 780Ti
  4. No
  5. Tried this, nothing changed

But i’ve tried rolling back a couple of revisions earlier from p4 depot and by excluding stuff i narrowed it down to character BP - it seems that it’s broken. And then it got just weird: this faulty character BP is working for me (well, except for crashes:) ), it lets me run around, shoot and do stuff in game. But for other team member it shows as a broken one and Editor blocks him from adding this BP it to map. I’ll make a diff of faulty one and one i’ve rolled back to and try to get to bottom of this mysterious case :slight_smile:

Thanks, we’ll need it :slight_smile:

As for BP rejection - exactly. We’ll also try to see why it’s ricocheting to Apex this way, maybe it’ll be useful for other guys

I’m affraid i’ve missinterpreted signs of fate and i’m off to where i started - no clues of what’s happening :frowning: Turned out that it’s not connected to BP: i’ve tried to work on older revision of files and now crashes occur when doing stuff like deleting a state from anim BP, switching between tabs in it and many more

Sorry to hear that Roland,

Without it actually giving you a log file there is little else I can think of doing.

You have specs on your computer and your video card does support DirectX11 so I am inclined to think it is not a hardware issue.

Last resort before I pull another engine support in on this is to save a back up of your project and then to uninstall UE4 again. This time go through local files and documents and make sure there isn’t a shred of UE4 on your machine and then reinstall.

I’ve rebuilt project by generating an sln from uproject and launch it with debugger attached. Now it’s giving me 100+ of AnimNode_StateMachine.cpp errors with different descriptions, like for example:

85 IntelliSense: expected a ‘;’ c:\Program Files\Epic Games\4.8\Engine\Source\Runtime\Engine\Private\Animation\AnimNode_StateMachine.cpp 653 9 UE4

And crashes with Unhandled exception at 0x000007FECBAD96E0 (UE4Editor-Engine.dll) in UE4Editor.exe: 0xC0000005: Access violation reading location 0x000003B7000003E3.

Hey Roland,

Judging by that line it seems that inside of that AnimationBP, there is something you are calling that is causing engine to crash. Likely, an unsupported variable that engine is trying to resolve but can’t.

one true troubleshoot I know for this is to recreate systematically what you have inside of that blueprint in another project. After everything you create, check to make sure that it actually compiles. That way you can isolate issue even further.

At this point this is a blueprint issue. Keep me posted and let me know what you find out. If this problem persists open another ticket inside of blueprint section and link that to me. That way we have expertise on both sides with eyes on this issue.

Thanks,

Done. And no, that didn’t help. I keep digging in animBP section by eliminating nodes

An update in a form of crashdump:

Fatal error!Unhandled Exception: EXCEPTION_ACCESS_VIOLATION writing address 0x000003d0UE4Editor-SOB_prototype.dll {0x000007fed85f83ef} + 0 bytesUE4Editor-SOB_prototype.dll {0x000007fed85fb6d0} + 0 bytesUE4Editor-Engine.dll!AActor::TickActor() {0x000007fee338a78e} + 0 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\souUE4Editor-Engine.dll!FActorTickFunction::ExecuteTick() {0x000007fee3341e5e} + 31 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\souUE4Editor-Engine.dll!FTickTaskSequencer::FTickFunctionTask::DoTask() {0x000007fee3b29535} + 0 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\souUE4Editor-Engine.dll!TGraphTask::ExecuteTask() {0x000007fee3b3b20f} + 16 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\souUE4Editor-Core.dll!FTaskThread::ProcessTasks() {0x000007fee648651e} + 0 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\souUE4Editor-Core.dll!FTaskThread::ProcessTasksUntilQuit() {0x000007fee648674d} + 0 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\souUE4Editor-Core.dll!FTaskGraphImplementation::WaitUntilTasksComplete() {0x000007fee64abc02} + 0 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\souUE4Editor-Engine.dll!FTaskGraphInterface::WaitUntilTaskCompletes() {0x000007fee3b9bc80} + 16 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\souUE4Editor-Engine.dll!FTickTaskSequencer::ReleaseTickGroup() {0x000007fee3b7d2ac} + 180 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\souUE4Editor-Engine.dll!FTickTaskManager::RunTickGroup() {0x000007fee3b8a1a9} + 0 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\souUE4Editor-Engine.dll!UWorld::RunTickGroup() {0x000007fee37c0f24} + 0 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\souUE4Editor-Engine.dll!UWorld::Tick()

That’s all i can post here

Hey Roland,

Whenever you experience a crash. If you would report it and then link me your machine ID.

I will then be able to go into our database and review crash and decipher it from there.

Thanks,

Just send another report: MachineId:D27984BA457B97ED75DC2AAF676A68CB

Hey Roland_Price,

I have been attempting to find your crash report in our system and I am unable.

Whenever you experience a crash you need to send report not just close it out. This is due to privacy.

Secondly make sure that is your machine ID printed on crash report.

Lastly if you look in this folder

C:\Users\UserName\AppData\Local\Microsoft\Windows\WER\ReportQueue

UserName will be your name. Open your project folder. You can send whole sub directory to me but what i am looking for is a .log file and a .dmp file that reports all of your crashes that are associated with your project.

Thanks,

I did sent like 20+ of them, every time crash reporter window appears i press “Send”. Machine ID was copied from report’s body actually.

C:\Users\UserName\AppData\Local\Microsoft\Windows\WER\ReportQueue is empty at moment. But i’ll attach .log and .dmp file next time directly to this topic

Sent another one with MachineId:D27984BA457B97ED75DC2AAF676A68CB
EpicAccountId:76e2e33cc1b04510b570bfd150264ef0

It looks like WER folder is empty, that’s why it’s written “no minidump available” in crash reporter

Hello Roland,

I still am unable to access your crash report through our system.

At this point, I am going to submit a crash for you with your crash logs .

If you would send me your crash logs then I will send this in and then I will hear from dev team and be able to give you more feedback.

Thanks,

Latest info: crashes still occur and now i’m getting them on every branch (that’s 11 separate project files). Getting harder to work - it’s like a landmine field ballet :slight_smile: Compiling and saving before each launch seem to help, but doing so is very annoying