[4.11 P1] Project conversion fails

Hi there,

I would love to convert my current project up from 4.8 to 4.11. But after about 45 minutes of shader compiling (?) process just stops without any error message.

In the log there are following lines:

[2015.12.27-16.58.53:671][ 0]LogWindows:Error: === Critical error: ===

Assertion failed: AttachedActor->ParentComponentActor == this [File:D:\BuildFarm\buildmachine_++UE4+Release-4.11\Engine\Source\Runtime\Engine\Private\ActorConstruction.cpp] [Line: 282]

[2015.12.27-16.58.53:722][ 0]LogExit: Executing StaticShutdownAfterError

[2015.12.27-16.58.53:745][ 0]LogPhysics:Warning: PHYSX: …..\PhysX\src\NpScene.cpp (2946) 8 : PxScene::unlockWrite() called without matching call to PxScene::lockWrite(), behaviour will be undefined.

[2015.12.27-16.58.53:745][ 0]LogPhysics:Warning: PHYSX: …..\PhysX\src\NpScene.cpp (2946) 8 : PxScene::unlockWrite() called without matching call to PxScene::lockWrite(), behaviour will be undefined.

[2015.12.27-16.58.53:746][ 0]LogWindows: FPlatformMisc::RequestExit(1)

[2015.12.27-16.58.53:746][ 0]Log file closed, 12/27/15 17:58:53

Sooo, any clue what I can do to solve this…? :slight_smile:

Hi ,

  • Does this occur in a clean, blank project with no additional content or is it limited to one project?
  • Have you tried converting from 4.8 to 4.9 or 4.10 to see if this error occurs there?
  • Have you run a project build before converting?
  • Can you post your dxdiag here so I can take a look?
  • If you open task manager, is editor using a significant amount of memory or processing power when running shader compilation?
  • What are specific steps you are taking to reproduce this on your end?
  • How large is project you are converting?

Hi ,

  • I don’t know if this occurs in a clean, blank project with no additional content, I am mainly concerned about my project which indeed has additional content, no offense. :wink:
  • project was rebuilt automatically on first start but I also tried to remove code module from uproject-file, didn’t change anything
  • I will try to convert project from 4.8–>4.9–>4.10–>4.11 next, but this will need two Visual installations and will last for ages…
  • Shader compilation utilizes all CPU cores to almost 100%
  • Here’s my dxdiag
  • Specific steps: Just trying to open a copy of my project
  • project is about 10 GB without intermediate files, packaged version is about 700 MB

Thank you.

If this occurs in a clean project is that it will allow us to know whether or not this is an isolated incident or if it is more widespread, which helps to determine not only error in question but potentially root cause. If this is isolated to a specific project it could either be related to a specific asset/series of assets or, in this case, related to size of project. This is why we ask for this specific information. Additionally, getting this information may be helpful for other developers who may be experiencing same type of error, which could provide us with additional information on what may be occurring, leading to a more comprehensive understanding of nature of bug in question.

Having said this, I believe problem you are running into is related to both size of project and amount of memory you currently have. In task manager, you said CPU cores are near 100%, what is memory usage at? Shader compilation is extremely heavy and often requires a significant amount of power for even smaller projects. If project is 10gbs and a lot of that is material specific or located in your starting map when you first load editor, it may simply be too much for your system to currently handle. Can you send me a copy of project? I’ll be happy to open it on my end and see if I get same results. I’m running with 32gb of RAM so if this is problem I’ll be able to tell fairly quickly.

Hi ,

well, if you really want to know what happens on a blank project, I re-download and install UE 4.8.3 and Visual 2013 again, create an empty project and then convert it to 4.11 - but seriously, what could that tell you? Really don’t want to sound harsh, but what sense does it make to successfully convert an empty project to another version?

At other hand:
I was able to convert my project from 4.7 to 4.8 and from 4.8 to 4.9 (but didn’t used that version because of bad post-processing performance). There was never a problem with memory or something. Yes, it destroyed a few blueprints, randomly disconnected wires etc, but I am used to that. Yes, project is large (many unused assets), but on my starter map there are is only a tiny fraction referenced.

If you want, I can do this on a more powerful machine in a few days (overblocked 4790K with 32 GB RAM).

But what I really want to know is, what actual error message in log could mean:

Assertion failed: AttachedActor->ParentComponentActor == this [File:D:\BuildFarm\buildmachine_++UE4+Release-4.11\Engine\Source\Runtime\Engine\Private\ActorConstruction.cpp] [Line: 282]

I never touched this file, I don’t even use C++ in my project actively ATM, just did a few base classes (which aren’t even referenced).

So what ever happens here - it must have something to do with a different behaviour of UE 4.11 when compared to 4.9.

Is there any way to track this error down? Is that even possible for me? Is there any information available, what specific asset/blueprint doesn’t work with this new version?

Many thanks,

,

When we ask for information, we’re attempting to eliminate possible problems. No matter how trivial it seems to you, it cuts loads of time from our investigation process. In this particular case, it is helpful to know whether this is a system-wide problem for you, an engine installation problem, or relative to this particular project. Before we can go any further, we need to know whether any project created in 4.8 and converted up to 4.11 would have same problem for you.

Please keep this in mind for future: we cannot fully invest time necessary to guess around information you’re not willing to provide, especially on a case-by-case basis. We have a LOT of people to attend to, and there’s only a small handful of us. Please don’t fight us when we ask you things you may think are too obvious or basic to bother with.

assertion refers to an attached actor, but is non-specific as to which. It does not necessarily mean that this is based on a custom class you created, only that it’s an actor in a level in project. There are many warnings before this assert appears in log you provided, mostly involving BP_Car_Bently asset. My first move would be to move this out of project folder, then make a copy in 4.11 and see if that builds. If it does, then we can at least narrow down cause of problem some.

I would generally warn against converting up several engine versions. These kind of things can happen, as I’m sure you’re aware, due to changes in engine code. In this case, I’m not certain how jump from 4.8 to 4.11 would handle change in VS versions. Have you done as suggested and converted up chain individually, to see if that works?

Thanks , I will try that. I am currently on vacation but I got access to my system at work in about a week. I will try to upconvert project stepwise from 4.8–>4.9–>4.10–>4.11 then. And I will also create a new, empty project under 4.8 and will report if it converts to 4.11.

Will also try to move specific assets out of project to drill that down further if that doesn’t work as suggested.

Many thanks until then.

PS: I would never, ever fight against Epic guys. :wink:

Ok, tried to convert a copy of a empty 4.8.3 project to 4.11. Did not get any error messages. Hope that helps.

That’s a significant help, thank you! I’ve been reading over logs and it looks like it may be a problem with Bentley body’s collision. Try pulling specifically bentley_body out of your project and updating, does error still occur? Additionally, did moving project through each engine version alleviate error or does it still occur?

Unfortunately I wasn’t able to do that process in last days but I will try and report back then.

bentley class is (along character) by far most complex Blueprint in project, if this can’t be converted that would be a severe problem for me. But I will try to at least get editor to run.

Hi, I got same crash. I figured out that it crashes whenever construction script is run on an actor that has a ChildActorComponent. I created a minimal example project with an almost empty actor that has this setup and placed it on a map.

Whenever I want to load map now or recompile blueprint when changing actor class of child component it crashes with assertion failed error message. I attached crash log and my example project. project was created with 4.11 preview 2 but I also experience this crash with converted projects.

Hi everyone,

I was able to reproduce this with project provided and have entered a bug report, UE-25626, to be assessed by development staff. On my end it did seem limited to documentation actor as a child component, however if you are able to reproduce error with any other types of actors please post here and I"ll be happy to update bug report accordingly.

Hi ,
I also did use child actors (as there are currently only possibility to simulate something like nested Blueprints) but didn’t use a documentation actor.

This is very interesting, great news, thank you. Maybe there is fix possible for 4.11 final because I make extensive use of child actors (which have to be configured in construction script because their class defaults cannot be changed from within editor).

Are child actors you used created in Blueprints or C++? documentation actor is a c++ actor exposed to blueprints so I’m wondering if that makes a significant difference.

Hi , yes these child actors were created in Blueprint also, I was not using C++ for them.

It seems crashes relate to C++ classes, I tried out several (e.g. Atmospheric Fog, Scene Capture, Documentation and Emitter) that all crash, however Actor and Blueprint classes derived from Actor seem to work fine.

Edit: I can also use actors that I created in C++ myself as child classes without crashing.

Which specific components crash editor for you, ? I’m curious if there is a common link between components, such as rotating movement or sprites, that may be root cause. With custom c++ classes, what did they contain, FTC?

Hi ,
unfortunately I can’t tell you how to reproduce this, yet. I was just responding to comment of you that child actors might be problem.

Hi ,

some primitive components and a bit of game logic in tick, however in preview 4 crash is gone for me.