[Bug] Crash when saving

Hello.

I really don’t have a exactly way to reproduce this bug. Usually it happens when I change a variable from my savegame blueprint and then I hit play, then crash.

MachineId:9A46779F42A1D9FE16A565A474751F2B
EpicAccountId:80a12eab81f74d27af4673c5bfbe67ad

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

"Assertion failed: ((UObject*)ContainerPtr)->IsA((UClass*)GetOuter()) [File:D:\BuildFarm\buildmachine_++depot+UE4-Releases+4.9\Engine\Source\Runtime\CoreUObject\Public\UObject\UnrealType.h] [Line: 308] 
'BP_SaveGame_C_4' is

UE4Editor_Core!FDebug::AssertFailed() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\core\private\misc\outputdevice.cpp:354]
UE4Editor_CoreUObject!UObject::execInstanceVariable() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:1112]
UE4Editor_CoreUObject!UObject::ProcessContextOpcode() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:1755]
UE4Editor_CoreUObject!UObject::execLet() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:1558]
UE4Editor_CoreUObject!UObject::ProcessInternal() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:698]
UE4Editor_CoreUObject!UObject::CallFunction() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:608]
UE4Editor_CoreUObject!UObject::execVirtualFunction() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:1842]
UE4Editor_CoreUObject!UObject::ProcessInternal() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:698]
UE4Editor_CoreUObject!UFunction::Invoke() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\coreuobject\private\uobject\class.cpp:4195]
UE4Editor_CoreUObject!UObject::ProcessEvent() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:1050]
UE4Editor_AIModule!UBTTask_BlueprintBase::ReceiveExecuteAI() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\intermediate\build\win64\ue4editor\inc\aimodule\aimodule.generated.cpp:1900]
UE4Editor_AIModule!UBTTask_BlueprintBase::ExecuteTask() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\aimodule\private\behaviortree\tasks\bttask_blueprintbase.cpp:46]
UE4Editor_AIModule!UBehaviorTreeComponent::ExecuteTask() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\aimodule\private\behaviortree\behaviortreecomponent.cpp:1392]
UE4Editor_AIModule!UBehaviorTreeComponent::ProcessExecutionRequest() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\aimodule\private\behaviortree\behaviortreecomponent.cpp:1233]
UE4Editor_AIModule!UBehaviorTreeComponent::TickComponent() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\aimodule\private\behaviortree\behaviortreecomponent.cpp:993]
UE4Editor_Engine!UActorComponent::ConditionalTickComponent() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\engine\private\components\actorcomponent.cpp:1137]
UE4Editor_Engine!FActorComponentTickFunction::ExecuteTick() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\engine\private\components\actorcomponent.cpp:677]
UE4Editor_Engine!FTickFunctionTask::DoTask() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\engine\private\ticktaskmanager.cpp:141]
UE4Editor_Engine!TGraphTask<FTickFunctionTask>::ExecuteTask() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\core\public\async\taskgraphinterfaces.h:779]
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!FTaskGraphImplementation::WaitUntilTasksComplete() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\core\private\async\taskgraph.cpp:1140]
UE4Editor_Engine!FTaskGraphInterface::WaitUntilTaskCompletes() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\core\public\async\taskgraphinterfaces.h:212]
UE4Editor_Engine!FTickTaskSequencer::ReleaseTickGroup() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\engine\private\ticktaskmanager.cpp:292]
UE4Editor_Engine!FTickTaskManager::RunTickGroup() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\engine\private\ticktaskmanager.cpp:1206]
UE4Editor_Engine!UWorld::RunTickGroup() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\engine\private\leveltick.cpp:701]
UE4Editor_Engine!UWorld::Tick() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\engine\private\leveltick.cpp:1162]
UE4Editor_UnrealEd!UEditorEngine::Tick() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\editor\unrealed\private\editorengine.cpp:1347]
UE4Editor_UnrealEd!UUnrealEdEngine::Tick() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\editor\unrealed\private\unrealedengine.cpp:366]
UE4Editor!FEngineLoop::Tick() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\launch\private\launchengineloop.cpp:2428]
UE4Editor!GuardedMain() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\launch\private\launch.cpp:142]
UE4Editor!GuardedMainWrapper() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\launch\private\windows\launchwindows.cpp:126]
UE4Editor!WinMain() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\launch\private\windows\launchwindows.cpp:200]

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Hello ,

After doing a bit of digging I was able to find that this issue is similar to a known issue (UE-21255) that has been reported to the developers. However, I will need to gather more information to narrow down what issue it is that you are experiencing.

Quick questions:

  1. I noticed that you said you are unclear as to how to reproduce this issue, however can you give me the steps that you are using to cause the crash?
  2. Do you have any wires that re disconnecting when changing the variable?
  3. Could you provide screen shots of any blueprints that may be involved with this issue?
  4. Are you receiving any errors before the crash?
  5. If so, could you provide them?

Hello ,

We have not heard back from you in a few days, so we are marking this post as Resolved for tracking purposes. If you are still experiencing the issue you reported, please respond to this message with additional information and we will offer further assistance.

Thank you.

Hey, sorry for the delay, finally I think I have tracked where and how the bug occurs.

First I thought it was from my savegame class, but after deleting my AI from the map, the crash was gone. After that, I started to look at every script from my AI.
So, the problem (I guess) seems to be from an old macro instance I used earlier which I deleted, and this macro was used in the event graph of an actor object (I use this actor as an actor child in my AI character, I don’t think it matters, but I clarify this just in case), and the crash (log attached) always happens when I try to open the event graph tab from that actor (Talk Actor is the name of the actor by the way)

Hope I explained it well enough.

http://i.imgur.com/dxyoEz5.jpg

[Diagnostics Log][2]

Hello ,

Could you go through and answer the questions from my original post? These questions will help narrow down what issue it is that you are experiencing.

Now that I reverted the TalkActor I can take pictures inside them…

“I noticed that you said you are unclear as to how to reproduce this issue, however can you give me the steps that you are using to cause the crash?”

I have an AI, and I place it in a map. When I compile, and hit play, crashes.

“Do you have any wires that re disconnecting when changing the variable?”
No, even if I change a simple bool variable inside Character blueprint, compile, hit play, then crash.

“Could you provide screen shots of any blueprints that may be involved with this issue?”
Sure…
Character blueprint:

Childactor in Character blueprint, TalkActor:




BlueprintTask in my AI, when I disconnect SetTextPierre (custom macro), the crash is gone.

This is SetTextPierre, the custom macro.

“Are you receiving any errors before the crash?”
No.

After looking over your answers I have a few questions for you.

Additional questions:

  1. Could you try placing IsValid checks within the macro (SetTextPierre) that is being used to make sure that you are not passing in any null values?
  2. If this does not help, could you provide a zipped down copy of your project so that I could take a closer look?

I used a function instead of a macro and now seems to work pertectly (with the exact same graph, just function instead of a macro, so doesn’t seem to be me).