UE4 Crash - Pure virtual function being called while application was running (GIsRunning == 1)

Hey

I downloaded ocean project here:

When I loaded project and tried to “Play” it, UE4 crashes.
This is happening first time for me.

I’m using UE4 4.8 compiled from source codes.

Error Message:

Pure virtual function being called while application was running (GIsRunning == 1).

Error Log:

Unknown exception - code 00000001 (first/second chance not available)

"Fatal error: [File:D:\UnrealEngine-4.8\Engine\Source\Runtime\Core\Private\Windows\WindowsPlatformMisc.cpp] [Line: 317] 
Pure virtual function being called
"

KERNELBASE
UE4Editor_Core!FOutputDeviceWindowsError::Serialize() [d:\unrealengine-4.8\engine\source\runtime\core\private\windows\windowsplatformoutputdevices.cpp:95]
UE4Editor_Core!FOutputDevice::Logf__VA() [d:\unrealengine-4.8\engine\source\runtime\core\private\misc\outputdevice.cpp:144]
UE4Editor_Core!FDebug::AssertFailed() [d:\unrealengine-4.8\engine\source\runtime\core\private\misc\outputdevice.cpp:355]
UE4Editor_Core!PureCallHandler() [d:\unrealengine-4.8\engine\source\runtime\core\private\windows\windowsplatformmisc.cpp:319]
msvcr120
UE4Editor_UnrealEd!FEditorViewportClient::IsPerspective() [d:\unrealengine-4.8\engine\source\editor\unrealed\private\editorviewportclient.cpp:1244]
UE4Editor_UnrealEd!FEditorViewportClient::GetViewLocation() [d:\unrealengine-4.8\engine\source\editor\unrealed\public\editorviewportclient.h:371]
UE4Editor_OceanPlugin!UInfiniteSystemComponent::TickComponent() [d:\unrealengine-4.8\oceanproject_4.8_beta\plugins\oceanplugin\source\oceanplugin\private\infinitesystemcomponent.cpp:41]
UE4Editor_Engine!UActorComponent::ConditionalTickComponent() [d:\unrealengine-4.8\engine\source\runtime\engine\private\components\actorcomponent.cpp:1108]
UE4Editor_Engine!FActorComponentTickFunction::ExecuteTick() [d:\unrealengine-4.8\engine\source\runtime\engine\private\components\actorcomponent.cpp:656]
UE4Editor_Engine!FTickTaskSequencer::FTickFunctionTask::DoTask() [d:\unrealengine-4.8\engine\source\runtime\engine\private\ticktaskmanager.cpp:113]
UE4Editor_Engine!TGraphTask<FTickTaskSequencer::FTickFunctionTask>::ExecuteTask() [d:\unrealengine-4.8\engine\source\runtime\core\public\async\taskgraphinterfaces.h:753]
UE4Editor_Core!FTaskThread::ProcessTasks() [d:\unrealengine-4.8\engine\source\runtime\core\private\async\taskgraph.cpp:430]
UE4Editor_Core!FTaskThread::ProcessTasksUntilQuit() [d:\unrealengine-4.8\engine\source\runtime\core\private\async\taskgraph.cpp:273]
UE4Editor_Core!FTaskGraphImplementation::WaitUntilTasksComplete() [d:\unrealengine-4.8\engine\source\runtime\core\private\async\taskgraph.cpp:991]
UE4Editor_Engine!FTaskGraphInterface::WaitUntilTaskCompletes() [d:\unrealengine-4.8\engine\source\runtime\core\public\async\taskgraphinterfaces.h:192]
UE4Editor_Engine!FTickTaskSequencer::ReleaseTickGroup() [d:\unrealengine-4.8\engine\source\runtime\engine\private\ticktaskmanager.cpp:232]
UE4Editor_Engine!FTickTaskManager::RunTickGroup() [d:\unrealengine-4.8\engine\source\runtime\engine\private\ticktaskmanager.cpp:643]
UE4Editor_Engine!UWorld::RunTickGroup() [d:\unrealengine-4.8\engine\source\runtime\engine\private\leveltick.cpp:697]
UE4Editor_Engine!UWorld::Tick() [d:\unrealengine-4.8\engine\source\runtime\engine\private\leveltick.cpp:1186]
UE4Editor_UnrealEd!UEditorEngine::Tick() [d:\unrealengine-4.8\engine\source\editor\unrealed\private\editorengine.cpp:1339]
UE4Editor_UnrealEd!UUnrealEdEngine::Tick() [d:\unrealengine-4.8\engine\source\editor\unrealed\private\unrealedengine.cpp:366]
UE4Editor!FEngineLoop::Tick() [d:\unrealengine-4.8\engine\source\runtime\launch\private\launchengineloop.cpp:2355]
UE4Editor!GuardedMain() [d:\unrealengine-4.8\engine\source\runtime\launch\private\launch.cpp:142]
UE4Editor!GuardedMainWrapper() [d:\unrealengine-4.8\engine\source\runtime\launch\private\windows\launchwindows.cpp:126]
UE4Editor!WinMain() [d:\unrealengine-4.8\engine\source\runtime\launch\private\windows\launchwindows.cpp:200]

Running with Windows 7 and using AMD videocard.

Any idea what might be wrong here?

Hi PlexcellMedia,

I downloaded the project, however I have not seen this crash occur. Can you post your crashlogs from \Unreal Projects\PROJECTNAME\saved\logs\ as well as detailed steps I can take to reproduce this on my end?

Hi ,

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.

I have same error!

Hi ,

  • Does this occur in a clean, blank project with no additional content or is it limited to one project?
  • What steps can I take to reproduce this on my end?
  • Can you post your crash logs here so I can take a look? They can be found at \Unreal Projects\PROJECTNAME\saved\logs.

Thanks for answer,
Is not clean project and Crash when after package in runtime.
How to send log to you?

This is part of log.

[2016.03.17-02.38.21:662][692]LogBlueprintUserMessages: Connect Successful!
[2016.03.17-02.38.33:292][822]LogWindows:Warning: CreateProc failed (2) …\Engine\Binaries/Win64/CrashReportClient.exe -AppName=UE4-BM20150817
[2016.03.17-02.38.33:292][822]LogWindows: Could not start CrashReportClient.exe
[2016.03.17-02.38.33:292][822]LogMemory: Platform Memory Stats for WindowsNoEditor
[2016.03.17-02.38.33:292][822]LogMemory: Process Physical Memory: 252.22 MB used, 263.61 MB peak
[2016.03.17-02.38.33:292][822]LogMemory: Process Virtual Memory: 231.82 MB used, 247.29 MB peak
[2016.03.17-02.38.33:292][822]LogMemory: Physical Memory: 9661.67 MB used, 16323.64 MB total
[2016.03.17-02.38.33:292][822]LogMemory: Virtual Memory: 547.30 MB used, 8388608.00 MB total
[2016.03.17-02.38.36:805][822]LogWindows:Error: Windows GetLastError: 操作成功完成。 (0)
[2016.03.17-02.38.36:805][822]LogThreadingWindows:Error: Runnable thread RenderThread 1 crashed.
[2016.03.17-02.38.36:805][822]LogWindows: === Critical error: ===
Assertion failed: (GIsCriticalError || !NumMarks) [File:C:\Program Files\Epic Games\4.8\Engine\Source\Runtime\Core\Public\Misc\MemStack.h] [Line: 90]

Crash in runnable thread RenderThread 1

[2016.03.17-02.38.36:806][822]LogWindows:Error: Windows GetLastError: 操作成功完成。 (0)
[2016.03.17-02.38.36:806][822]LogWindows:Error: HandleError re-entered.
[2016.03.17-02.38.36:806][822]LogWindows: FPlatformMisc::RequestExit(1)
[2016.03.17-02.38.36:806][822]Log file closed, 03/17/16 10:38:36

if you have the logs, you can post the .txt file here. If they won’t upload, put them in a . file and you should be able to upload them.

log is here
link text

Can you post your dxdiag as well? Have you made sure to allow the editor and swarmagent on your firewall settings?

unreal engine editor v4.22 this problem keeps happening, not sure why you closed this question, it can be easily replicated.

Same problem! I can’t continue working: the project is compiling, but, apparently, no hotreload occurs. There was an error in my code that, when the engine crashed, pointed to line 606 in my file. I corrected this line, for the sake of experiment I even shifted the function by several lines and then some kind of magic begins: due to the fact that there is no hotreload, the engine points to the old and already empty (!) Line 606 (even if I compile and recompile from visual ), then I decide to compile through a button in the engine, compile twice and run the game, after such procedures the editor crashes with this error:

Fatal error: [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/Core/Private/Windows/WindowsPlatformMisc.cpp [Line: 475] Pure virtual function being called

Aditional info:
The editor crashes when:

  1. I start two clients (not standalone): one of which acts as a server
  2. I start one client (NetMode == Play As Client) - crash report points to the same old empty 606 line

I attach the logs and dxdiag in the file below.link text