Access violation - code c0000005 after converting project to 4.11

We were using 4.10.4, and are trying to upgrade to 4.11.2. The project will convert and open fine the very first try, but if the editor is then closed and re-opened, even without changing/saving anything, it crashes on startup with the following error:

Access violation - code c0000005 (first/second chance not available)

VCRUNTIME140
UE4Editor_Engine!FTextureCubeResource::GetData() [c:_github\unrealengine\engine\source\runtime\engine\private\texturecube.cpp:318]
UE4Editor_Engine!FTextureCubeResource::InitRHI() [c:_github\unrealengine\engine\source\runtime\engine\private\texturecube.cpp:223]
UE4Editor_RenderCore!FRenderResource::InitResource() [c:_github\unrealengine\engine\source\runtime\rendercore\private\renderresource.cpp:31]
UE4Editor_RenderCore!TGraphTask<BeginInitResource'::2’::EURCMacro_InitCommand>::ExecuteTask() [c:_github\unrealengine\engine\source\runtime\core\public\async\taskgraphinterfaces.h:886]
UE4Editor_Core!FNamedTaskThread::ProcessTasksNamedThread() [c:_github\unrealengine\engine\source\runtime\core\private\async\taskgraph.cpp:779]
UE4Editor_Core!FNamedTaskThread::ProcessTasksUntilQuit() [c:_github\unrealengine\engine\source\runtime\core\private\async\taskgraph.cpp:526]
UE4Editor_RenderCore!RenderingThreadMain() [c:_github\unrealengine\engine\source\runtime\rendercore\private\renderingthread.cpp:310]
UE4Editor_RenderCore!FRenderingThread::Run() [c:_github\unrealengine\engine\source\runtime\rendercore\private\renderingthread.cpp:417]
UE4Editor_Core!FRunnableThreadWin::Run() [c:_github\unrealengine\engine\source\runtime\core\private\windows\windowsrunnablethread.cpp:74]

Hi sbounds,

Could you share the full log files for your project after this crash occurs?

Thanks

We’ve actually gotten around this crash by creating a new empty project in 4.11 and migrating all of our content to the new project from 4.10.

I could probably still repro it though and get you the log files.

Hi Stephen,

I previously said that we worked around this issue, but the crash has returned and is getting more and more common for our whole team.

I have the log files for one of the crashes, can I submit them to you privately?

Thanks

Yeah, you can PM me a link to download them directly over the Forums.

I was able to locate all of the callstack reports for these crashes and I’ve created JIRA UE-31507 for the issue. Our developers will be investigating this further and we will post here with updates as we have them.

Cheers,

TJ

We are seeing the same issue. Any updates on this?

Hey Bobby,

No news yet. This is still being investigated.

Hi sbounds,

Unfortunately there’s not much to go on in the log. If you are still seeing this can you reproduce it in debug and gather some information?

It looks like it’s crashing in FTextureCubeResource::GetData() trying to init some cubemap.

When it crashes could you gather some data on which face is being mapped, which mip, the src/dest pitch. The Destination and src pointers for the memcopy that appears to be crashing.

Also if you can go up the callstack to the FTextureCubeResource see if you can identify which cubmap it is via the Owner member variable. This might give us a clue if you have some corrupted asset.

Hi ,

Thanks for looking into this. I was able to repro in Debug with VS attached, and pulled some of this data:

FaceIndex: 2
MipIndex: 0
SrcPitch: 2568224768
DestPitch: 2048

I poked around in the Owner but wasn’t able to find anything that I was able to use to identify the asset, anything relating to filenames or source was either empty or not a value I could translate to a specific asset. Can you give me an idea of what I can look for?

Just some additional info on the crash itself:
It seems to only happen the first time an asset is opened after opening the editor, but not always. Doesn’t seem to matter what asset, I can choose one at random (map, blueprint, etc) and it’ll crash. If I then re-open the editor and try to open that same asset that crashed it previously, it’ll crash nearly 100% of the time. But if I instead choose a different asset randomly, it’s more likely to open without crashing, then opening that previous asset will be fine. And once it does open an asset successfully, it’ll usually be fine for the duration of that session.

I believe we have finally chased down the corrupt asset:

Engine\Content\MapTemplates\Sky\Desert_Outer_HDR.uasset

After deleting this asset and replacing all references to it with a different texture cube, the crashes seem to have been eliminated.

That’s great info. We’ll update our internal tests to see if we can get a repro with this texture and find out what happened. Thanks for reporting back. :slight_smile:

Hello,

I’ve the exact same problem in a packaged build for Windows, using UE 4.12.5. How did you track down the corrupted asset?

Thanks!

It was mostly luck that we found it. But I believe we noticed that the thumbnail for one of the texture cubes looked all garbled while browsing in the editor.

To be clear, my issue does not involve a converted project, but a project that was born (and still is) in UE 4.12.5.
Basically, the packaged application reports the above mentioned problem at start and crashes. I solved it by simply migrating my map to an empty project, although the solution was temporary; after a few hours of work, it manifested again, and I had to re-migrate my map to yet another project.
Go figure …