Apex cloth validation crashes 4.11 + cable missing
having upgraded to 4.11 I had to replace the files the editor could not find at launch (like eu4editor - lightpropagationvolumeruntime.dll) before I could get into the project, upon which it crashed on play - due to apex cloth, the only solution was to reimport my skeletal meshes after deleting all the clothing entries through the bulk edit property matrix, because it would crash as soon as I had anything of apex cloth on my screen. This is still an issue - I can't use apex clothing. How do I get the missing file, which is not having this error on line 685? which is btw: check(ClothSimulPositionNormalBuffer[Index].VertexBufferRHI.IsValid());
(Assertion failed: ClothSimulPositionNormalBuffer[Index].VertexBufferRHI.IsValid() [File:D:\BuildFarm\buildmachine_++UE4+Release-4.11\Engine\Source\Runtime\Engine\Public\GPUSkinVertexFactory.h] [Line: 685])
A separate issue I'm having, but which also entirely prevents me from proceeding to work on the project is the disappearance of the cable component in its entirety. it just doesn't exist anymore in my 4.11 and all the related nodes return errors.. I checked the cable component class files and none seem to be missing, but no cable. If no cable/cloth for a long time(untill4.12 maybe?), then how can I work around these issues??
So there is a third issue regarding mouse look input suddenly working in world orientation to the first glance, instead of being a control rotation, this occurred when I changed the bool of use controller rotation and orient mouse to movement (picked up the grapple gun which has no rope anymore)
If anyone has any idea how to fix, or even work around these issues temporarily to proceed without crashing during new session in pie/standalone game, please advise.
After a few usual crashes the editor stopped giving me reports and just insta quits to desk, how to re-enable reports?
My decals OR sound crashes to desktop as well, happens every time I fire a gun, was not able to obtain a warning message about that yet, nor of the mouse.
asked Apr 07 '16 at 10:42 AM in Bug Reports
Sorry for the trouble, the issue was found to be that the 4.10 project had a max concurrency count of 0 (which it shouldn't have been allowed). When loaded in 4.11, the code which translates the old max concurrency feature to the new feature didn't clamp the value of the old data to the proper ranges (i.e. greater than 0). The new system (correctly) asserts that there shouldn't be a max concurrency count of 0 since that should mean that no sound would be allowed to play.
I submitted the fix to our 4.11.2 hotfix branch so it should come out soon. In the meantime, to fix the issue, either make sure your 4.10 projects don't set a max concurrency of 0 before upgrading or add the following code change to your 4.11 solution in SoundBase.cpp in USoundBase::PostLoad():
I was able to reproduce the crash and have narrowed it down to your .wav files, primarily those used on the shell casing blueprint your pistol spawns. I found that exporting the files and importing them from the desktop in a new project seemed to allow me to play the sounds without a crash, but migrating them to a new project still caused the crash (merely playing the sounds causes the crash to occur, no blueprints are required). Try exporting your sounds and re-importing them to see if this works, if it does not, you will have to work with placeholder assets or alter the sounds to prevent the crash from occurring. I have entered UE-29403 to be assessed by the development staff.
answered Apr 12 '16 at 08:14 PM
so far i'm experiencing the 4.11 "stable" release as some sort of a bad 1st of april joke. Does someone know where to get a non-crashing version of the engine? my 4.10.4 worked fine, after install of 4.11 both of them crash on various peripheral actions as described above, -highly annoying. I have tried hauling in compiled, portable versions, adjusting the code, that's so far the only way I am able to work on my project, being constantly interrupted by crashes. I've spent a lot of time and effort on this project and would not like to start with a clean one. Please, could someone point me in the right direction?
answered Apr 07 '16 at 12:07 PM
Hi Adam, thank you for the attention.
As stated above, I receive no more reports upon crash, it just sends me to desktop rather quickly without any aftermath, sadly. How can I re-enable my crash reports?
I have done some extensive testing and came up with the following problems and reasons therefor.
My project is entirely done with blueprinting, there is not a line of C I have written for it, - so far though.
Now my major worry is the disappearance of the cable component, as you can see below its just not there, all the nodes referring to it still exist. Note that all the above has been tested after the 4.11.1 release I just installed before testing. It worries me because other issues I have encountered before, or have seen them in other people's posts, but missing a common component to add to blueprints is new.
The gun worked smooth before 4.11, now in 4.11.1 it lags with every gunshot and crashes if I try to spawn my shell at its side. This is also imo a major point for attention as I have no idea what can be causing this.
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