Crash on converting 4.10 to 4.11.1

My project runs and works fine in 4.10, but crashes when I convert and open in 4.11 :frowning:

Any ideas?

Assertion failed: (Index >= 0) & (Index < ArrayNum) [File:D:\BuildFarm\buildmachine_++UE4+Release-4.11\Engine\Source\Runtime\Core\Public\Containers\Array.h] [Line: 785]
Array index out of bounds: 0 from an array of size -2123970453

UE4Editor_Core!FDebug::AssertFailed() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\core\private\misc\outputdevice.cpp:430]
UE4Editor_Core!FGenericPlatformString::LogBogusChars() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\core\private\genericplatform\genericplatformstring.cpp:54]
UE4Editor_Core!operator<<() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\core\private\containers\string.cpp:1088]
UE4Editor_Core!operator<<() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\core\public\containers\array.h:1308]
UE4Editor_Core!operator<<() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\core\private\internationalization\text.cpp:1150]
UE4Editor_CoreUObject!UTextProperty::SerializeItem() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\coreuobject\private\uobject\utextproperty.cpp:45]
UE4Editor_CoreUObject!FPropertyTag::SerializeTaggedProperty() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\coreuobject\public\uobject\propertytag.h:145]
UE4Editor_CoreUObject!UStruct::SerializeTaggedProperties() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\coreuobject\private\uobject\class.cpp:1354]
UE4Editor_CoreUObject!UObject::SerializeScriptProperties() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\coreuobject\private\uobject\obj.cpp:994]
UE4Editor_CoreUObject!UObject::Serialize() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\coreuobject\private\uobject\obj.cpp:933]
UE4Editor_Engine!UActorComponent::Serialize() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\engine\private\components\actorcomponent.cpp:1627]
UE4Editor_Engine!UPrimitiveComponent::Serialize() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\engine\private\components\primitivecomponent.cpp:584]
UE4Editor_CoreUObject!FLinkerLoad::Preload() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\coreuobject\private\uobject\linkerload.cpp:3277]
UE4Editor_CoreUObject!EndLoad() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\coreuobject\private\uobject\uobjectglobals.cpp:1383]
UE4Editor_CoreUObject!LoadPackageInternal() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\coreuobject\private\uobject\uobjectglobals.cpp:1143]
UE4Editor_CoreUObject!LoadPackageInternal() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\coreuobject\private\uobject\uobjectglobals.cpp:1258]
UE4Editor_UnrealEd!UEditorEngine::Map_Load() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\editor\unrealed\private\editorserver.cpp:2392]
UE4Editor_UnrealEd!UEditorEngine::HandleMapCommand() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\editor\unrealed\private\editorserver.cpp:5946]
UE4Editor_UnrealEd!UEditorEngine::Exec() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\editor\unrealed\private\editorserver.cpp:5436]
UE4Editor_UnrealEd!UUnrealEdEngine::Exec() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\editor\unrealed\private\unrealedsrv.cpp:744]
UE4Editor_UnrealEd!FEditorFileUtils::LoadMap() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\editor\unrealed\private\filehelpers.cpp:2070]
UE4Editor_UnrealEd!FEditorFileUtils::LoadDefaultMapAtStartup() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\editor\unrealed\private\filehelpers.cpp:3283]
UE4Editor_UnrealEd!FUnrealEdMisc::OnInit() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\editor\unrealed\private\unrealedmisc.cpp:299]
UE4Editor_UnrealEd!EditorInit() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\editor\unrealed\private\unrealed.cpp:86]
UE4Editor!GuardedMain() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\launch\private\launch.cpp:133]
UE4Editor!GuardedMainWrapper() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\launch\private\windows\launchwindows.cpp:126]
UE4Editor!WinMain() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\launch\private\windows\launchwindows.cpp:200]
UE4Editor!__scrt_common_main_seh() [f:\dd\vctools\crt\vcstartup\src\startup\exe_common.inl:264]
kernel32
ntdll

Hello,

  • Could you please provide your Machine ID from the Crash Reporter window and ensure that you hit send on the report?
  • Could you cause the crash again and then provide the logs from your project’s Saved->Logs folder?

MachineId:D270A4544FBF2B40885C1E827EA4F524
EpicAccountId:9139f985946342dfbb4608736ab66fdlink text

Here’s the log. Just did a new conversion, ended up with my computer hanging for a good minute aswell :confused:

Thank you for the information.

Could you provide a zipped up copy of your project so that I can reproduce the crash on our end? You can PM me a link to Dropbox: https://forums.unrealengine.com/member.php?160394-Sean-Flint

We do not share email addresses, but you can get a download link to the Dropbox folder and send me the link through PM.

In your message you stated that removing the default map allowed you to open the project without issues? Was this a map that you created or one of our starter maps?

It was a map i created, which was included in the project i sent over to you. I’m guessing if you delete all the maps from the map folder, there’s a chance the editor might run, which would probably mean its a problem with one of the objects in the level. Loading my default map might be bombing out the editor.

Could you please strip out the Saved and Intermediate folders from your project, upload it to dropbox again, and then send me that link? Dropbox will not allow me to download the file, as it is too large and those folders typically contain quite a bit of data that can be removed safely.

Thank you

Hello,

I have reproduced the crash and narrowed it down to an issue with tutorialMap. When this map is removed, the project opens successfully. If you add this map back into the project and attempt to open it, the project will crash. I have entered a bug report (UE-30232). Thank you for your report.

Have a great day

We have the same callstack. I traced through and discovered it’s caused by this change in 4.11:

FFormatArgumentData now uses an FString (rather than an FText) as its ArgumentName. This avoids the extra cost associated with creating an FText instance.
The FFormatArgumentData serializing logic was not updated to load data that was serialized in the previous version’s format.

We are deserializing an instance of FTextHistory_ArgumentDataFormat and the array of arguments has binary data that corresponds to FText instances.

I also have a working patch that adds versioned logic to FFormatArgumentData::operator<<