Editor crashes during play after hot load

So I have a really bad issue since upgrading to 4.11. When I build via VS2015, the first build is fine and when I press play, everything is good, but on the second build via VS2015 while the editor is open, pressing play crashes the editor so I figure this would be a hot reload issue ? I’ve tried regenerating the VS files, cleaning/ rebuilding . I don’t know how I could debug this ?

Do you have a callstack and/or log file of the crash?

Is it one of these? CrashContext.runtime-xml / RedCobra.log / Report.wer / UE4Minidump.dmp / WER3A48.tmp.WERInternalMetadata.xml ?

Here’s my Game log link text

Seems to fail at my rain particle effect … could that be there issue ?

Hey spazchicken, that looks like a regular log file. No crash in there. Make sure you’re getting the right wrong. It has to be the last log file (sort by date) generated right after the crash. It will be located inside your game project’s /Saved/Logs directory.

The Engine keeps older log files around for a while, so you may still have some old logs from the actual crash. You’re looking for a file that has a C++ callstack at the bottom of the file.

oh ok, I just clicked on the link that the crash report linked to, but I noticed that the only folder I see in my project folder is the intermediate folder which is really odd so i’m loading up a backup so it will take a minute

Ok, is this the correct one ? link text

Or here’s one that says backup, made shortly before the latest one i gave you
link text

We’re having what might be the same issue, I think the key in the log here is ‘Warning: Guid is in use by …’. Basically hot reload isn’t cleaning stuff up reliably & trashed objects stick from before the hot reload sticks around.

well I hope that this can get solved in the next build because I’m not sure on what to do about it :frowning: I just know it’s making things a lot slower by having to reload the editor every build

I had this issue, GUID is in use, too. I forgot to add : Super() (or : Super(ObjectInitializer) if applicable) to several constructors, so I added them. That seems to have fixed it.

I’ll try that, thanks! Deleting the actors in the crash error report fixed it, but it eventually crashes on hot load with a new class. Will let you know!

It’s been a while as I got really busy for a while . but Super did not change the suspected class files :frowning: I did learn though, that if I get rid of all the actors in the scene from the problematic class, that class is no longer problematic. but as soon as I replace the actors in the scene, I get the crash usually again .

the weird part is that if I delete the actors , I can hot load a few times until another cpp file causes the issue,. It’s like it runs into a new cpp file in alphabetical order during each hot relaod and after so many hot loads, will run into another problematic class. Not sure on how else to explain it. Only thing I can think of is trying to recreate the blueprint and testing that, Maybe the blueprints are corrupt somehow due to an update(all was fine until update 4.10) .

I REALLY hope I find a way to fix it other than recreating the blueprints or classes because replacing all the actors would be too much…