Unreal 4.9 Mobile Preview and Standalone Preview crash

Hi All,

I am working on a mobile game in 4.7.6 without any problems, recently i wanted to take advantage of some mobile features and upgraded to 4.9. I noticed that the mobile and standalone previews crash however running in selected viewport works just fine. All of the blueprints compile fine. I am somewhat at a loss, I have googled this and nothing is really helping. Thanks in advance.

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

"Assertion failed: IsInGameThread() || IsInAsyncLoadingThread() [File:D:\BuildFarm\buildma

UE4Editor_Core!FDebug::AssertFailed() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\core\private\misc\outputdevice.cpp:354]
UE4Editor_Engine!FRawDistributionFloat::Initialize() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\engine\private\distributions.cpp:889]
UE4Editor_Engine!FRawDistributionFloat::GetValue() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\engine\private\distributions.cpp:911]
UE4Editor_Engine!FParticleBeam2EmitterInstance::FillReplayData() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\engine\private\particles\particlebeam2emitterinstance.cpp:1516]
UE4Editor_Engine!FParticleBeam2EmitterInstance::GetDynamicData() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\engine\private\particles\particlebeam2emitterinstance.cpp:1249]
UE4Editor_Engine!UParticleSystemComponent::CreateDynamicData() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\engine\private\particles\particlecomponents.cpp:3211]
UE4Editor_Engine!UParticleSystemComponent::UpdateDynamicData() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\engine\private\particles\particlecomponents.cpp:3316]
UE4Editor_Engine!UParticleSystemComponent::SendRenderDynamicData_Concurrent() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\engine\private\particles\particlecomponents.cpp:2935]
UE4Editor_Engine!UActorComponent::DoDeferredRenderUpdates_Concurrent() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\engine\private\components\actorcomponent.cpp:1209]
UE4Editor_Engine!::operator()() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\engine\private\leveltick.cpp:835]
UE4Editor_Engine!FParallelForData::Process() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\core\public\async\parallelfor.h:71]
UE4Editor_Engine!TGraphTask::ExecuteTask() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\core\public\async\taskgraphinterfaces.h:797]
UE4Editor_Core!FTaskThread::ProcessTasks() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\core\private\async\taskgraph.cpp:539]
UE4Editor_Core!FTaskThread::ProcessTasksUntilQuit() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\core\private\async\taskgraph.cpp:340]
UE4Editor_Core!FTaskThread::Run() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\core\private\async\taskgraph.cpp:690]
UE4Editor_Core!FRunnableThreadWin::Run() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\core\private\windows\windowsrunnablethread.cpp:74]

There is something wrong with a particle system.

Was this error printed?

Somehow Distribution %s wasn’t dirty, but its FRawDistribution wasn’t ever initialized!

If so, I would resave whatever assets it mentions.

There is a workaround, the console variable “AllowAsyncRenderThreadUpdates” can be set to 0.

I would love to know how this happens, so any clues would be appreciated.

There is something wrong with a particle system.

Was this error printed?

Somehow Distribution %s wasn’t dirty, but its FRawDistribution wasn’t ever initialized!

If so, I would resave whatever assets it mentions.

There is a workaround, the console variable “AllowAsyncRenderThreadUpdates” can be set to 0.

I would love to know how this happens, so any clues would be appreciated.

Hi Gil, Thanks for the quick response. That error is not printed at the time of the crash. I also looked through the crash (Diagnostics.txt and Game.log) and I don’t see that error either.

Today I also migrated the game to Unreal 4.8.3 and that migration was successful. I could play the game just fine using the Mobile Preview. I went ahead and upgraded the 4.8.3 version of the game to Unreal 4.9 and the same issue happened again (the Mobile Preview crashed), I was hoping migrating to 4.8.3 might help before migrating to 4.9.

Update: Based on your suggestion that the particle system is the problem. I went ahead created a simple map with each particle I was using. I found the particle system that’s causing it to crash. Do you know if there is any link to any documentation on breaking changes on particle systems between 4.8.3/4.7.6 and Unreal 4.9?

We should have this fixed soon. It isn’t a breaking change, so much as we enabled some parallel code that apparently crashes with some particle systems. It is a bug.

The workaround you need to use now is to adjust your console variables with:
AllowAsyncRenderThreadUpdates 0

Thanks Gil, looking forward to the next update which hopefully will have the fix. In the mean time, I will try the console variable approach, thanks for suggesting that.

Hey ,

I wanted to let you know that we’ve submitted a fix for this, it should be implemented in the near future.

Have a great day!