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

Hi there. I am getting a crash when I play the level. I am currently working on clouds in my project and it seems that the crash occurs only when the cloud is in level. But I would like to know what exactly causes this issue.

MachineId:904EC64541A12C6F684482A893696E3D
EpicAccountId:b914896b9e1b4cc8843a5c4345f12b76

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

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UE4Editor_Engine!FDynamicSpriteEmitterData::GetDynamicMeshElementsEmitter() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\engine\private\particles\particlesystemrender.cpp:1005]
UE4Editor_Engine!FParticleSystemSceneProxy::GetDynamicMeshElements() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\engine\private\particles\particlesystemrender.cpp:6341]
UE4Editor_Renderer!FProjectedShadowInfo::GatherDynamicMeshElementsArray() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\renderer\private\shadowsetup.cpp:969]
UE4Editor_Renderer!FProjectedShadowInfo::GatherDynamicMeshElements() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\renderer\private\shadowsetup.cpp:931]
UE4Editor_Renderer!FSceneRenderer::GatherShadowDynamicMeshElements() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\renderer\private\shadowsetup.cpp:1903]
UE4Editor_Renderer!FDeferredShadingSceneRenderer::InitDynamicShadows() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\renderer\private\shadowsetup.cpp:2435]
UE4Editor_Renderer!FDeferredShadingSceneRenderer::InitViews() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\renderer\private\scenevisibility.cpp:2347]
UE4Editor_Renderer!FDeferredShadingSceneRenderer::Render() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\renderer\private\deferredshadingrenderer.cpp:710]
UE4Editor_Renderer!RenderViewFamily_RenderThread() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\renderer\private\scenerendering.cpp:1355]
UE4Editor_Renderer!TGraphTask<FRendererModule::BeginRenderingViewFamily'::17’::EURCMacro_FDrawSceneCommand>::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_RenderCore!RenderingThreadMain() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\rendercore\private\renderingthread.cpp:284]
UE4Editor_RenderCore!FRenderingThread::Run() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\rendercore\private\renderingthread.cpp:385]
UE4Editor_Core!FRunnableThreadWin::Run() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\core\private\windows\windowsrunnablethread.cpp:73]
UE4Editor_Core!FRunnableThreadWin::GuardedRun() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\core\private\windows\windowsrunnablethread.cpp:26]
kernel32
ntdll

Here is my log
link text

Hi Kvazimodo -

You are probably correct in your assumption that it is your clouds, assuming that they are a Mesh Particle System with a Lit Translucent Material applied to them.

I would need to see the actual project itself to be more precise, but have you tried a copy of the project in 4.9 to see if the crash is eliminated?

If you can share the project, you may do so here or if you want to keep it private, you may private message me a link via the Forums.

Thank You

Eric Ketchum

Hi Eric,
I didn’t test it in 4.9 . I am not sure about how to share a project but anyway right now it weights about 10 gigs. I’m a bit new to this - it may be I am missing something.

You would need to zip the Config and Content Sub Folders and the *.uproject file in a single zip file and if it is small enough you can upload here, but if not you can upload it to a dropbox or google drive and post a link to that location here or via private message.

Eric Ketchum

Ok, I sent you the link.

Hi Kvazimodo -

Can you let me know what you’re reproduction rate is for this issue? Does it happen everytime or every 10th time (etc.)?

Also, try to delete your Intermediate, and if there is one, your DerivedDataCache Sub Folders in your Project and see if the crash subsides for you.

I am testing the project you linked me and am not getting any crashes which leads me to believe that this may be an error in a saved Shader compile found in your Intermediate Folder.

Thank You

Eric Ketchum

Hi Eric,
I deleted the Intermediate and the DerivedDataCache folders but the crash still occurs. It usually takes about 2 minutes to crash.
By the way, what engine version are you testing it on?

4.8.3, I will test again.

I have retested again in 4.8.3 and in 4.8.1 and waited a total of 5 mins looking at the clouds and not looking at the clouds in each version. Can you attach a copy of your DXDIAG?

Eric Ketchum

Ok, here it is link text

Hi -

Can you do me a favor and update your Nvidia Drivers? Your DXDIAG shows that you are on driver version 9.18.13.3489 (334.89) where the most current version is 10.18.13.5850 (358.50). See if this corrects the issue for you.

Thank You

Eric Ketchum

Hi,
I upgraded the drivers through geforce experience with the clean install option, but the game crashes all the same.
It creates the Intermediate folder automatically. Also I have the “Saved” folder that weights around 7 gigs. Can it influence this situation somehow?

Well I tried testing the project that I sent you [with just content and config folders] with the same crash result.

Any ideas, Eric?

Is there anything that you are doing in your project when you PIE, beyond looking at the cloud emitter?

Eric Ketchum

I change the speed of the sun with the shortcut keys [“F” and “G”], sometimes I grab one of the rocks [the “E” key lets you enter the grab mode], carry it around or just push it around testing the physics.
Eric, could you tell me what graphics cards do you have?
I am beginning to think that my card is just not powerful enough :expressionless:

Eric, could you please check if the detail parameters of the cloud blueprint are the same in editor and inside the blueprint itself? Especially the lighting parameters.

Eric, maybe I should find these parameters somewhere in the editor and modify them?

0]LogConsoleResponse:Warning: Skipping Unknown console variable: ‘TranslucentSortAxis = (X=0.000000,Y=-1.000000,Z=0.000000)’
[2015.11.07-08.11.47:479][ 0]LogConsoleResponse:Warning: Found in ini file ‘M:/Job3/Projects/Unreal4/Cydonia/Cydonia 4.8/Saved/Config/Windows/Engine.ini’, in section ‘[/Script/Engine.RendererSettings]’
[2015.11.07-08.11.47:480][ 0]LogConsoleResponse:Warning: Skipping Unknown console variable: ‘UIScaleRule = ShortestSide’
[2015.11.07-08.11.47:480][ 0]LogConsoleResponse:Warning: Found in ini file ‘M:/Job3/Projects/Unreal4/Cydonia/Cydonia 4.8/Saved/Config/Windows/Engine.ini’, in section ‘[/Script/Engine.RendererSettings]’
[2015.11.07-08.11.47:480][ 0]LogConsoleResponse:Warning: Skipping Unknown console variable: ‘UIScaleCurve = (EditorCurveData=(Keys=),ExternalCurve=None)’
[2015.11.07-08.11.47:480][ 0]LogConsoleResponse:Warning: Found in ini file ‘M:/Job3/Projects/Unreal4/Cydonia/Cydonia 4.8/Saved/Config/Windows/Engine.ini’, in section ‘[/Script/Engine.RendererSettings]’

Also I often get these artifacts, so maybe it will help you in some way

Well, now I am getting the crash when I have none of those clouds in the scene.
It seems to me that there might be some problem with TranslucentSortAxis parameter or something like that.
I was working on the plane with translucent material on it. While this translucent plane is in the scene alone - everything goes well, but when I switched on the second plane that is higher than the first one and has the same translucent material with different parameters of its material instance, the crash happened. So there is definitely something wrong with translucency. Here is the latest log
[link text][1]

Hi -

So I am going to try to answer all your questions, but if I happen to miss one, feel free to ask again.

The Blueprints match what you have shown above in the details. I was able to push around the rock, but not to pick it up with the E button and F/G do not seem to do anything in my project. (This may have to do with Input ini settings). I am running on a Nvidia GTX 770 card with driver version 355.98. Those Log ini warnings would not cause the crashes you are reporting above, so at this time I would leave them alone. Don’t add more variables when trying to debug an issue. Finally the last crash you reported (the APEX_Destructible one) is related to the Physics and not the Emitters at all, and that particular issue I believe was corrected in 4.9.

Could you attach your DXDIAG here and I can look at your CPU specifications to see if their might be a problem there?

Thank You

Eric Ketchum

Hello

This is quite a pity that you can’t use the F/G keys, and strange - I thought that they had to work as they are put in the level blueprint. Do you have a day/night cycle working? The E button should enable the grab mode - you grab the object with the left mouse button, not with the E button, but if the F/G keys don’t work, then the E button probably isn’t working too.
My driver version is 358.87
I found it very odd that the last crash showed something related to the Destructible because, as I stated above I was working only on translucency and although there is a destructible object in the scene, it wasn’t touched at all.
Anyway, here is the DXDIAG link text