(4.11.0p1)Crash opening 4.10 projects

When I try to open my 4.10 project using 4.11p1,the crash occurs while loading about 94%,I have also tried to verify the engine but with no use,the crash still occurs for the same reason…here’s the log file:Thanks a lot

71668-td_toonworld.txt (25.5 KB)

Hi ,

Looking at the log it looks to be something potentially with SM_Spiral02 static mesh or the material M_Electricity_SubUV7X2.

Is this being used in a particle system? If so, can you disable the module that uses this or remove the particle system and see if the issue is still happening?

Thank you!

Tim

After narrowing down,I have found that if I delete all the beam module,the fatal error never appears.
However,here comes other issues:
1.the lighting seems broken even if I rebuild the lighting again,and the scene just flicking from time to time.Also,my translucent water material does show correctly.
The first screenshot is 4.10,you can see the reflection and the lighting works well and the water material shows correctly,the second one os 4.11,the skylight seems not work and the water doesn’t show.

2.My character doesn’t play default animation.So I look into the bp,I found that the animblueprint has beem cleared so it is null,I have to change it myself.Also,in one of my character blueprints,if I change this animbp,the editor crashes immediately…
3.If I PIE,there shows new warnings I have never seen before:

Script call stack:
Function /Game/UI/MiniMap/MiniMap.MiniMap_C:Tick
Function /Game/UI/MiniMap/MiniMap.MiniMap_C:ExecuteUbergraph_MiniMap
Function /Game/UI/MiniMap/MiniMap.MiniMap_C:UpdateImageLocation
Function /Game/UI/MiniMap/MiniMap.MiniMap_C:MoveMask
Function /Game/UI/MiniMap/MiniMap_Math.MiniMap_Math_C:Vector2D / Vector 2D
LogScript:Warning: Divide by zero
Script call stack:
Function /Game/UI/MiniMap/MiniMap.MiniMap_C:Tick
Function /Game/UI/MiniMap/MiniMap.MiniMap_C:ExecuteUbergraph_MiniMap
Function /Game/UI/MiniMap/MiniMap.MiniMap_C:UpdateImageLocation
Function /Game/UI/MiniMap/MiniMap.MiniMap_C:MoveMask
Function /Game/UI/MiniMap/MiniMap_Math.MiniMap_Math_C:Vector2D / Vector 2D
LogScript:Warning: Divide by zero
Script call stack:
Function /Game/UI/MiniMap/MiniMap.MiniMap_C:Tick
Function /Game/UI/MiniMap/MiniMap.MiniMap_C:ExecuteUbergraph_MiniMap
Function /Game/UI/MiniMap/MiniMap.MiniMap_C:UpdateImageLocation
Function /Game/UI/MiniMap/MiniMap.MiniMap_C:MoveMask

Also ,I have found that I cannot package for ios game successfully in 4.11,here is the main error:

MainFrameActions: Packaging (iOS): Program.Main: ERROR: AutomationTool terminated with exception: ERROR: GetBuildPlatform: No BuildPlatform found for IOS
MainFrameActions: Packaging (iOS): Program.Main: AutomationTool exiting with ExitCode=1 (Error_Unknown)
MainFrameActions: Packaging (iOS): Domain_ProcessExit
MainFrameActions: Packaging (iOS): copying UAT log files…
MainFrameActions: Packaging (iOS): BUILD FAILED
PackagingResults:Error: Error Unknown Error

I’m a build failure shortly into packaging for my test Iphone 5s device. My Visual Studio 2015 license is giving me issues which won’t be able to be fully resolved until next week when Epics staff has fully returned. I’ll be able to test a newer build than I have access to at this given moment.

As for the lighting issue, this looks like one I reported a little earlier today from another user. Skylight Indirect Lighting is not the same intensity it was in 4.10 and the indirect lighting intensity in the skylight has no effect when building lighting either. That was reported with UE-24809.

There has also been a translucency issue reported, but I don’t know the JIRA off-hand. We should be rolling out some additional previews a couple of weeks after the developers return from their holiday break.

Any new information about these issues?Thanks very much!

Sorry, I don’t have any new update at the moment.

The next preview should be sometime next week if the schedule holds, but I can’t guarantee that.

I have upgraded the ue4 to 4.11p2,but still crashes at the startup:

MachineId:
EpicAccountId:

Assertion failed: NewProperty [File:D:\BuildFarm\buildmachine_++UE4+Release-4.11\Engine\Source\Editor\KismetCompiler\Private\KismetCompiler.cpp] [Line: 665]

This time it maybe have nothing to do with the beam module,but with the blueprint.Here’s the full log:Thanks again

74610-td_toonworld.txt (18.4 KB)

There appear to be a few crashes that have happened with this one, and I even see one reported in our system with UE-25352 that has the same call stack that was a crash with Kite Demo, and looking at the log I could only suggest to remove the BP_MicroDragon. This has been marked as “fixed” though since it is working correctly in our internal build of 4.12.

If you migrate this BP to another project and try to open it, does it still cause the crash? If so, would it be possible to share that with me and I can submit/amend the ticket to see if this can be narrowed down. I don’t really have enough information to reproduce the issue at the moment.

Thank you!

In the newest ue4.11p3,the blueprint crash error doesn’t occur,however,all what I have encountered in preview1 occur in preview3 including:
1.crash if I don’t remove beam module

2.translucent material doesn’t show

3.crash if I change one of my character blueprint’s animbp instance

Thanks!

  1. Can you try moving this asset to a blank project and see if you get the crash still? If so, would you be able to send me this asset or that simple project in a PM. I can at the very least submit this crash asset. It would also be helpful to have the call stack that is produced by this since I’ve looked in our Crash Reporter system and I don’t see any 4.11 crashes from your user account.
  2. I’ve reported this one with UE-25746
  3. Can you post this as a new answerhub that can be assigned over to one of our support guys that can test this. Please include the call stack and any relevant information to reproduce the crash.

Sorry for the late reply…

For the issue 1:I first create a blank project via 4.11p2 and then migrate the beam partice asset to this project with this project open.Then if I click on the particle asset,the editor crashes immediately.here’s the same crash log:

MachineId:
EpicAccountId:

Assertion failed: LOD_BeamTypeData == LODLevel->TypeDataModule [File:D:\BuildFarm\buildmachine_++UE4+Release-4.11\Engine\Source\Runtime\Engine\Private\Particles\ParticleBeamModules.cpp] [Line: 726]

For the issue 3,I have created a new thread:4.11p2 BUG crash after changing animClass and compiling - Character & Animation - Epic Developer Community Forums

However,how can I send you the test file in a PM?Thanks!

You can send the asset here to me via the forums: https://forums.unrealengine.com/private.php?do=newpm&u=4894

For the other question, that’s been assigned to one of our support staff to look at.

Thanks!

A link has beem sent.Thank you very much!

Thanks for the test asset. I was able to get the crash and even open the asset with 4.10 to see if I could narrow down anything further before submitting the JIRA for this to be addressed with UE-26019.

So with that I do have what could be a workaround for you that worked on my end.

Remove the Beam Data Module in a 4.10 version. Then when you open it in 4.11 it will not produce the crash, at least not on my end. I then added back in the two Beam Data Modules and set them up using the same parameters you had in the 4.10 and then I can open the asset and get it to look the way it did.

I saved and reloaded the project a couple of times to see if it would corrupt or cause the crash again, but didn’t get the issue again. Maybe this can work for you in the interim while this is being looked at.

Once there is any change in the status of the ticket I’ll update here. Thanks again for your help and the test asset!

Thank you for your support!

It seems that the issue2 translucent and lighting issue has been fixed in 4.11p4!Thanks a lot!Howevere,I still get a crash for the issue3…

I’ve sent you a message from the forums with the test asset that I’ve migrated and gotten to open with 4.11p4 with the workaround I mentioned above.

Hopefully this will work for you.

Thanks,actually I didn’t mean the beam particle issue,I mean the crash if I changing the animBp in one of my character blueprints:
Here’s the answerhub:4.11p2 BUG crash after changing animClass and compiling - Character & Animation - Epic Developer Community Forums

Oh, Gotcha. That’s assigned to Matt Williams at the moment. He’s been out sick for the past few days. He’s catching up on a backlog of things and should be able to look tomorrow or early next week.