[Master Branch] SlateRHIRenderer -> ResizeAllocation access violation after opening project

I built Unreal Engine from master, commit https://github.com/EpicGames/UnrealEngine/commit/89aee9dfa9a8d250d5b0851fb059858b325407ed with VS2015 on Windows 10.

I can launch Engine\Binaries\Win64\UE4Editor.exe and create a new FPS or Flying project, but opening the new project always results in a crash within a few seconds.

Debugging with

"C:\Program Files (x86)\Microsoft Visual Studio 14.0\Common7\IDE\devenv.exe" /debugexe Engine\Binaries\Win64\UE4Editor.exe "C:\Users\unreal\Documents\Unreal Projects\MyProject2\MyProject2.uproject"

shows

with this stack trace (also pastebined here):

 	UE4Editor-Core.dll!scalable_msize()	Unknown
>	UE4Editor-Core.dll!FMallocTBB::Realloc(void * Ptr=0x0062007500720063, unsigned __int64 NewSize=151390592, unsigned int Alignment=0) Line 70	C++
 	UE4Editor-Core.dll!FHeapAllocator::ForAnyElementType::ResizeAllocation(int PreviousNumElements=-1284934208, int NumElements, unsigned __int64 NumBytesPerElement) Line 344	C++
 	UE4Editor-SlateRHIRenderer.dll!TArray<TSharedPtr,FDefaultAllocator>::Emplace<TSharedPtr const & __ptr64>(const TSharedPtr & ={...}) Line 1745	C++
 	UE4Editor-SlateRHIRenderer.dll!FSlateRHIRenderer::RemoveDynamicBrushResource(TSharedPtr BrushToRemove={...}) Line 1090	C++
 	UE4Editor-SlateCore.dll!FSlateDynamicImageBrush::ReleaseResource() Line 37	C++
 	UE4Editor-IntroTutorials.dll!FTutorialListEntry_Category::~FTutorialListEntry_Category() Line 85	C++
 	UE4Editor-IntroTutorials.dll!FTutorialListEntry_Category::`scalar deleting destructor'(unsigned int)	C++
 	UE4Editor-IntroTutorials.dll!TArray<TSharedPtr,FDefaultAllocator>::~TArray<TSharedPtr,FDefaultAllocator>() Line 577	C++
 	UE4Editor-IntroTutorials.dll!FTutorialListEntry_Category::~FTutorialListEntry_Category() Line 87	C++
 	UE4Editor-IntroTutorials.dll!FTutorialListEntry_Category::`scalar deleting destructor'(unsigned int)	C++
 	UE4Editor-IntroTutorials.dll!STutorialsBrowser::~STutorialsBrowser()	C++
 	UE4Editor-IntroTutorials.dll!STutorialsBrowser::`scalar deleting destructor'(unsigned int)	C++
 	UE4Editor-Slate.dll!SDockTab::~SDockTab()	C++
 	UE4Editor-IntroTutorials.dll!SDockTab::`scalar deleting destructor'(unsigned int)	C++
 	UE4Editor-IntroTutorials.dll!UEditorTutorial::HandleTutorialLaunched() Line 63	C++
 	UE4Editor-IntroTutorials.dll!STutorialRoot::LaunchTutorial(UEditorTutorial * InTutorial, IIntroTutorials::ETutorialStartType InStartType, TWeakPtr InNavigationWindow={...}, TBaseDelegate InOnTutorialClosed={...}, TBaseDelegate InOnTutorialExited={...}) Line 178	C++
 	UE4Editor-IntroTutorials.dll!FIntroTutorials::LaunchTutorial(UEditorTutorial * InTutorial=0x00000010b36b3e80, IIntroTutorials::ETutorialStartType InStartType=TST_RESTART, TWeakPtr InNavigationWindow={...}, TBaseDelegate OnTutorialClosed={...}, TBaseDelegate OnTutorialExited={...}) Line 458	C++
 	UE4Editor-IntroTutorials.dll!FIntroTutorials::MaybeOpenWelcomeTutorial() Line 325	C++
 	UE4Editor-IntroTutorials.dll!FIntroTutorials::MainFrameLoad(TSharedPtr InRootWindow={...}, bool bIsNewProjectWindow) Line 273	C++
 	UE4Editor-IntroTutorials.dll!TBaseRawMethodDelegateInstance<0,FIntroTutorials,TTypeWrapper __cdecl(TSharedPtr,bool)>::Execute(TSharedPtr ={...}, bool ) Line 491	C++
 	UE4Editor-IntroTutorials.dll!TBaseRawMethodDelegateInstance<0,FIntroTutorials,void __cdecl(TSharedPtr,bool)>::ExecuteIfSafe(TSharedPtr ={...}, bool ) Line 580	C++
 	UE4Editor-MainFrame.dll!TBaseMulticastDelegate<void,TSharedPtr,bool>::Broadcast(TSharedPtr ={...}, bool ) Line 809	C++
 	UE4Editor-MainFrame.dll!FMainFrameModule::CreateDefaultMainFrame(const bool bStartImmersivePIE=false) Line 204	C++
 	UE4Editor-UnrealEd.dll!EditorInit(IEngineLoop & EngineLoop={...}) Line 115	C++
 	UE4Editor.exe!GuardedMain(const wchar_t * CmdLine, HINSTANCE__ * hInInstance=0x0000001080e92288, HINSTANCE__ * hPrevInstance=0x000000000000000a, int nCmdShow=42139648) Line 133	C++
 	UE4Editor.exe!WinMain(HINSTANCE__ * hInInstance=0x00007ff602830000, HINSTANCE__ * hPrevInstance=0x0000000000000000, char * __formal=0x00007ff60219f000, int nCmdShow=10) Line 189	C++
 	UE4Editor.exe!__scrt_common_main_seh() Line 264	C++
 	kernel32.dll!00007fff68c12d92()	Unknown
 	ntdll.dll!00007fff6b539f64()	Unknown

The log ends with:

'UE4Editor.exe' (Win32): Loaded 'D:\opt\UnrealEngine\Engine\Binaries\Win64\UE4Editor-FoliageEdit.dll'. Symbols loaded.
[2015.09.02-00.31.56:357][  0]LogFileCache: Scanning file cache for directory 'C:/Users/unreal/Documents/Unreal Projects/MyProject2/Content/' took 0.01s
[2015.09.02-00.31.56:357][  0]SourceControl: Info Source control is disabled
[2015.09.02-00.31.56:357][  0]Cmd: MAP LOAD FILE="C:/Users/unreal/Documents/Unreal Projects/MyProject2/Content/FlyingBP/Maps/FlyingExampleMap.umap" TEMPLATE=0 SHOWPROGRESS=1 FEATURELEVEL=3
[2015.09.02-00.31.56:357][  0]LightingResults: New page: Lighting Build
[2015.09.02-00.31.56:359][  0]MapCheck: New page: Map Check
[2015.09.02-00.31.56:359][  0]LightingResults: New page: Lighting Build
[2015.09.02-00.31.56:371][  0]LogParticles: Destroying 0 GPU particle simulations for FXSystem 0x00000010A9941260
[2015.09.02-00.31.56:583][  0]LogMaterial: Missing cached shader map for material BaseMaterial, compiling. 
[2015.09.02-00.31.56:675][  0]LogAIModule: Creating AISystem for world FlyingExampleMap
[2015.09.02-00.31.56:688][  0]LogEditorServer: Finished looking for orphan Actors (0.000 secs)
[2015.09.02-00.31.56:688][  0]Cmd: MAP CHECKDEP NOCLEARLOG
[2015.09.02-00.31.56:710][  0]MapCheck: Info Map check complete: 0 Error(s), 0 Warning(s), took 21.288ms to complete.
[2015.09.02-00.31.56:710][  0]LogFileHelpers: Loading map 'FlyingExampleMap' took 0.353
The thread 0x1acc has exited with code 0 (0x0).
The thread 0x2b5c has exited with code 0 (0x0).
The thread 0x2b6c has exited with code 0 (0x0).
'UE4Editor.exe' (Win32): Loaded 'C:\Windows\System32\cryptsp.dll'. Cannot find or open the PDB file.
'UE4Editor.exe' (Win32): Loaded 'C:\Windows\System32\rsaenh.dll'. Cannot find or open the PDB file.
'UE4Editor.exe' (Win32): Loaded 'C:\Windows\System32\DataExchange.dll'. Cannot find or open the PDB file.
'UE4Editor.exe' (Win32): Loaded 'C:\Windows\System32\d2d1.dll'. Cannot find or open the PDB file.
'UE4Editor.exe' (Win32): Loaded 'C:\Windows\System32\dcomp.dll'. Cannot find or open the PDB file.
'UE4Editor.exe' (Win32): Loaded 'C:\Windows\System32\twinapi.appcore.dll'. Cannot find or open the PDB file.
'UE4Editor.exe' (Win32): Loaded 'C:\Windows\System32\userenv.dll'. Cannot find or open the PDB file.
'UE4Editor.exe' (Win32): Loaded 'D:\opt\UnrealEngine\Engine\Binaries\Win64\UE4Editor-CollectionManager.dll'. Symbols loaded.
[2015.09.02-00.31.56:836][  0]LogCollectionManager: Loaded 0 collections in 0.001247 seconds
The thread 0x704 has exited with code 0 (0x0).
The thread 0x2bd4 has exited with code 0 (0x0).
The thread 0x2a7c has exited with code 0 (0x0).
[2015.09.02-00.31.56:884][  0]LogFileCache: Scanning file cache for directory 'C:/Users/unreal/Documents/Unreal Projects/MyProject2/Saved/Collections/' took 0.01s
[2015.09.02-00.31.56:884][  0]LogFileCache: Scanning file cache for directory 'C:/Users/unreal/Documents/Unreal Projects/MyProject2/Content/Developers/unreal/Collections/' took 0.01s
[2015.09.02-00.31.56:884][  0]LogFileCache: Scanning file cache for directory 'C:/Users/unreal/Documents/Unreal Projects/MyProject2/Content/Collections/' took 0.01s
[2015.09.02-00.31.56:884][  0]LogCollectionManager: Rebuilt the GUID cache for 0 collections in 0.000003 seconds
[2015.09.02-00.31.56:893][  0]LogContentBrowser: Native class hierarchy populated in 0.0084 seconds. Added 1885 classes and 332 folders.
[2015.09.02-00.31.56:896][  0]LogStats: UGameplayTagsManager::ConstructGameplayTagTree: Construct from data asset -  0.000 s
[2015.09.02-00.31.56:896][  0]LogStats: UGameplayTagsManager::ConstructGameplayTagTree: GameplayTagTreeChangedEvent.Broadcast -  0.000 s
[2015.09.02-00.31.56:896][  0]LogContentBrowser: Native class hierarchy updated for 'GameplayTags' in 0.0004 seconds. Added 11 classes and 0 folders.
[2015.09.02-00.31.56:900][  0]LogContentBrowser: Native class hierarchy updated for 'WidgetCarousel' in 0.0005 seconds. Added 0 classes and 0 folders.
'UE4Editor.exe' (Win32): Loaded 'D:\opt\UnrealEngine\Engine\Binaries\Win64\UE4Editor-SuperSearch.dll'. Symbols loaded.
[2015.09.02-00.31.56:955][  0]LogContentBrowser: Native class hierarchy updated for 'AddContentDialog' in 0.0004 seconds. Added 0 classes and 0 folders.
'UE4Editor.exe' (Win32): Loaded 'D:\opt\UnrealEngine\Engine\Binaries\Win64\UE4Editor-SceneOutliner.dll'. Symbols loaded.
[2015.09.02-00.31.56:977][  0]LogContentBrowser: Native class hierarchy updated for 'SceneOutliner' in 0.0004 seconds. Added 1 classes and 2 folders.
'UE4Editor.exe' (Win32): Loaded 'D:\opt\UnrealEngine\Engine\Binaries\Win64\UE4Editor-CrashTracker.dll'. Symbols loaded.
[2015.09.02-00.31.57:010][  0]LogCrashTracker: Crashtracker disabled due to settings.
[2015.09.02-00.31.57:024][  0]LogWindowsTextInputMethodSystem:Display: IME system now deactivated.
Exception thrown at 0x00007FFF29926BCC (UE4Editor-Core.dll) in UE4Editor.exe: 0xC0000005: Access violation reading location 0xFFFFFFFFFFFFFFFF.

and the full log is at https://www.refheap.com/ebc2b6eb203a7302a0c66481a/raw

I am using the latest NVIDIA drivers (355.82) and I am not running out of memory.

I see a nearly-identical stack trace if it is built with VS2013 instead:

Anything I should try? Thanks a lot.

Hey -

Can you try the workaround suggested by here.

Cheers

That works, thanks!