[Crash] Rendering thread exception: Fatal error!

Hi all,

I’ve encountered an issue within my project whereby the game crashes to desktop under repeatable circumstances.
A quick look at the log file shows this:

[2015.12.17-15.49.08:513][636]LogWindows:Error: === Critical error: ===
Fatal error: [File:D:\BuildFarm\buildmachine_++depot+UE4-Releases+4.10\Engine\Source\Runtime\RenderCore\Private\RenderingThread.cpp] [Line: 675] 
Rendering thread exception:
Fatal error!

I’m not really sure of what it means by “Rendering Thread Exception” or how to respond to it, but it’s causing my game to crash in the same place pretty reliably. The crash occurs in the main menu, after selecting a specific menu item, but it only occurs if the user has returned to the main menu map from the game map; it doesn’t seem to happen on the first visit to the menu.

Another notable thing is that the problem never occurs in PIE. It occurs in packaged builds, or using the “Standalone Game” option.

I have attached the log file and crash dump here.


Any help on this would be greatly appreciated,

Ben

I’m struggling with the same error. Any clue did you find out??

Nope, no solutions yet. The only related thing I can find in the logs is a warning that appears before the crash that says:

LogLinker:Warning: CreateImport: Failed to load Outer for resource 'WidgetTree': WidgetBlueprint /Script/UMGEditor.Default__WidgetBlueprint

I don’t know exactly what that means though; or if it’s even related to the crash.

I don’t think It’s related to it.
I found something very strange. My game works fine after rebuild light-map.
I have no idea why does this fixed the bug… but it seems like temporary measure. Now I’m in the fear of when the bug coming back to appear again because it appears sometime and goes after rebuild light-map / geometry / navigation

That’s interesting! Unfortunately it doesn’t work for my project. To clarify, are you talking about building using this button:

https://i.imgur.com/iPkvfyh.png

So has it fixed the issue for you, or is it still too early to tell?

Hello ,

Did you ever submit the crash report that you got (if you got one) to us? I’m having trouble finding it. Unfortunately the logs don’t include everything and the minidump won’t give the callstack without the source available.

If you never did, could you please reproduce the crash and send the report and then let me know? I should be able to look it up and may be able to find other occurrences and possibly a fix.

Hi ,

I think I must have done so, but I can do so again right now for you.

EDIT: Done! Just reproduced the crash and sent off the bug report.

Ah, well that would make sense. Our system won’t log it if there isn’t a callstack to go along with it so it isn’t showing up for that reason.

Seeing as that the crash message isn’t telling me much, I’ll be looking into this further and I’ll let you know when I have more information. Thank you for making sure that crash report got submitted either way.

Edit: I never asked this previously but it could be important. Is there a separate level for your Main Menu or is it a UMG that comes up over the game level? What is the “specific menu item” that causes the crash? If it’s one that changes the level, do you ever see the new level before the crash occurs?

I was having render thread crashes on an application I’ve been working on recently to the point where I was really despairing. What was weird was I started to optimise my blueprints and simplify my textures but the crashes became more frequent. In the end I realised the engine seemed to be running too fast! When I switched to a higher resolution and over cranked the screen percentage to 200% my crashes stopped. My application is very simple in terms of textures and geometry.

That’s really odd! I guess it’s not a proper fix, but I’ll try replicating that out of interest.

Any news there ? I’d love to know if anyone else is experiencing this.

Sorry about the delay; I’ve spent most of the week off work with a back injury :(.

Anyway, I replicated your suggestion and it didn’t work the same way. It actually made the crash occur more frequently, so that’s weird too.

Hello ,

I’m leaving this comment to let you know that I’m still looking into the issue. In the meantime, could you answer the questions I asked in my previous comment?

Hi - same crash description as , but unable to put a finger on what the problem is - other than if I slow down the system by pushing up the resolution etc it crashes less. There are no widgets in use but I have a safe-frame overlay which is set up in the background. My ‘game’ is actually a realtime results system for a TV gameshow - we’re hoping for worldwide sucess, but at the moment the first area to use the format is a company in Beirut - the show’s called ‘Ask The Arabs’ link text and it goes out to 22 countries live!

You can see from the video (if you like) that it’s a really simple system but it’s a bit embarrassing when it crashes in front of 15 million viewers! (There’s a backup system working in tandem, and they don’t crash simultaneously - which is all the more confusing as the systems are exact clones)

I’m using 3 plugins:
Blui - which renders the arabic text for me in HTML windows.
Rama’s Victory Plugin - Which loads text files
A socket TCP listener which Rama wrote.

Anyway attached is my crash report - take a look.

Thanks

link text

Ah, hello. I didn’t see the edit!

The Main Menu is a separate level. The menu item that causes the crash is the “Start Game” menu, which opens another menu and doesn’t change the map upon being selected.

Thank you for the reply. While you’ve been very helpful with providing information, we still don’t have much information due to the lack of a callstack and how general “Rendering Thread Exception” is. It could be many different things.

Would it be possible to get a copy of the project that this issue is occurring in? If so, and you want to keep it private, you could send a link to the download to me via a private message on our forums.

If you’re not able to provide a copy for any reason, please let me know and we’ll find another way to continue.

[1]:

I’ll get a slimmed down version of the project uploaded for you soon.

Thanks, .

Thank you for the project, . I’ve actually not been able to reproduce the exact crash you’re getting. I’ve had a couple others that were intermittent such as the first time I tried to input something during the game and one time when transferring to the difficulty selection. The only thing that stands out is that the plugin FMod (I believe that is what it was called) was not included in the project and that had to be deactivated for me to launch it. Could you try removing this plugin and seeing if it was what was causing the problem?

The crash that occurs when transferring to the difficulty selection is the one I’m referring to.

The FMOD plugin can be ruled out I think, as it was added to the project only very recently; after the crashing issues had already started.

After crashing and looking at the log, I noticed that it gets absolutely flooded with messages about an array going out of bounds. Seeing as multiple of these messages are related to GetAllWidgetsOfClass, this could be related to the crash as it is occurring when the widgets for the difficulty selection are suppose to appear. Could you check up on your arrays and ensure that they stay within bounds?

Heres an example of one:

LogScript:Warning: Attempted to get an item from array CallFunc_GetAllWidgetsOfClass_FoundWidgets out of bounds [0/0]!
LogScript:Warning: Accessed None ‘K2Node_DynamicCast_AsW_Score’
W_GameOver_C /Engine/Transient.GameEngine_0:BP_GameInstance_C_0.W_GameOver_C_0
Function /Game/UI/In-Game/W_GameOver.W_GameOver_C:Get_NewHighScore_Visibility_0:00F3