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Persona crash in animgraph and eventgraph

My Unreal Engine keeps on crashing after 5 to 10 mins while in the persona window. Sometimes it even corrupts my skeleton mesh and have to replace animation or if lucky just the skeleton mesh. I have paste my error log here. I was just wondering what is the cause of this problem since I couldn't figure it out or if its a common cause. I'm using 4.8.

MachineId:00F0EF8249FF85D654BBF59D13C142C7 EpicAccountId:59249429988a40f4864ad56b34a79c63

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

""

UE4Editor_Engine!FAnimNode_StateMachine::FindValidTransition() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\engine\private\animation\animnode_statemachine.cpp:422] UE4Editor_Engine!FAnimNode_StateMachine::Update() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\engine\private\animation\animnode_statemachine.cpp:298] UE4Editor_Engine!FPoseLinkBase::Update() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\engine\private\animation\animnodebase.cpp:86] UE4Editor_Engine!UAnimInstance::UpdateAnimation() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\engine\private\animation\animinstance.cpp:438] UE4Editor_Engine!USkeletalMeshComponent::TickAnimation() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\engine\private\components\skeletalmeshcomponent.cpp:497] UE4Editor_Engine!USkeletalMeshComponent::TickPose() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\engine\private\components\skeletalmeshcomponent.cpp:606] UE4Editor_Engine!USkinnedMeshComponent::TickComponent() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\engine\private\components\skinnedmeshcomponent.cpp:447] UE4Editor_Engine!USkeletalMeshComponent::TickComponent() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\engine\private\components\skeletalmeshcomponent.cpp:618] UE4Editor_UnrealEd!UDebugSkelMeshComponent::TickComponent() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\editor\unrealed\private\animation\debugskelmeshcomponent.cpp:717] UE4Editor_Engine!UActorComponent::ConditionalTickComponent() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\engine\private\components\actorcomponent.cpp:1108] UE4Editor_Engine!FActorComponentTickFunction::ExecuteTick() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\engine\private\components\actorcomponent.cpp:656] UE4Editor_Engine!FTickTaskSequencer::FTickFunctionTask::DoTask() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\engine\private\ticktaskmanager.cpp:113] UE4Editor_Engine!TGraphTask::ExecuteTask() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\core\public\async\taskgraphinterfaces.h:753] UE4Editor_Core!FTaskThread::ProcessTasks() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\core\private\async\taskgraph.cpp:430] UE4Editor_Core!FTaskThread::ProcessTasksUntilQuit() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\core\private\async\taskgraph.cpp:273] UE4Editor_Core!FTaskGraphImplementation::WaitUntilTasksComplete() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\core\private\async\taskgraph.cpp:991] UE4Editor_Engine!FTaskGraphInterface::WaitUntilTaskCompletes() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\core\public\async\taskgraphinterfaces.h:192] UE4Editor_Engine!FTickTaskSequencer::ReleaseTickGroup() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\engine\private\ticktaskmanager.cpp:232] UE4Editor_Engine!FTickTaskManager::RunTickGroup() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\engine\private\ticktaskmanager.cpp:643] UE4Editor_Engine!UWorld::RunTickGroup() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\engine\private\leveltick.cpp:697] UE4Editor_Engine!UWorld::Tick() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\engine\private\leveltick.cpp:1181] UE4Editor_Persona!FAnimationViewportClient::Tick() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\editor\persona\private\animationeditorviewportclient.cpp:740] UE4Editor_UnrealEd!UEditorEngine::Tick() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\editor\unrealed\private\editorengine.cpp:1399] UE4Editor_UnrealEd!UUnrealEdEngine::Tick() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\editor\unrealed\private\unrealedengine.cpp:366] UE4Editor!FEngineLoop::Tick() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\launch\private\launchengineloop.cpp:2359] UE4Editor!GuardedMain() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\launch\private\launch.cpp:142] UE4Editor!GuardedMainWrapper() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\launch\private\windows\launchwindows.cpp:126] UE4Editor!WinMain() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\launch\private\windows\launchwindows.cpp:200]

Product Version: UE 4.8
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asked Jul 20 '15 at 12:22 PM in Bug Reports

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SkeetonYu
405 18 11 31

avatar image Lovecraft_K ♦♦ STAFF Jul 20 '15 at 01:07 PM

Hi SkeetonYu -

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 the 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 the issue in our bug database or we have a solution for it.

In the 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: https://answers.unrealengine.com/questions/12363/how-do-i-report-a-bug.html

Thank you.

Eric Ketchum

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1 answer: sort voted first

Hi SkeetonYu,

This crash has been reported by other users as well and has been recorded as: JIRA [UE-16822]. However, we are having difficulty reproducing this in house.

Can you either provide detailed steps to reproduce or provide your project files via dropbox? Any further information you can provide will help us get this worked out as soon as possible.

Thanks!

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answered Jul 22 '15 at 06:46 PM

avatar image SkeetonYu Jul 26 '15 at 03:11 AM

The only time this happens is whenever I reopen the Animgraph. If I'm on the event graph screen all the nodes won't appear and you can only see wires and that's when it freezes. So basically when on another screen and opening up a new window or current persona window it happens. It doesn't happen while in the persona screen.

avatar image VictorMoneratto Jul 27 '15 at 07:15 AM

I'm running into the exact same problem, however it also happens a lot when the actions list appears (both by right clicking or dragging wires)

avatar image Steve Hardister ♦♦ STAFF Aug 03 '15 at 07:04 PM

This may be hardware related and, after cross-referencing some crash reports, I've generated a bug report specifically for your issue: [UE-19540]. Please submit a dxdiag so we can relate to other hardware that users are reporting to have the same issue. Thanks for your help in isolating this bug.

avatar image Steve Hardister ♦♦ STAFF Aug 11 '15 at 05:15 PM

The previous JIRA [UE-16822] corresponds with the callstack you have posted here and has been reported fixed for the official 4.9 release. The seconde JIRA [UE-19540] was generated from our Crash Reporter files where multiple crashes from your machine yielded the same callstack. That issue is still being worked on.

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