Function with array input crashes editor when empty

Instead of telling you its left empty with a standard error, it hard crashes the editor not saving any changes of course.

If you happend to have saved then you come back in it doesn’t have anything in the log as to what crashed it except the the bad node is red if you notice it.

Anyway adding make array to it resolves it. The bug isn’t really the error so much as crashing the editor on compile rather than just report the error.

As a side note, I have functions where sometimes I want to loop an array and sometimes I want to use a single variable, the rest of the funtion is the same. So as a boolean input I might have “use array”. When I don’t want to use the array, I pipe nothing into the the array input, should I not be allowed to do this?

Hi thankstipscom,

  • Does this occur in a clean, blank project with no additional content or is it limited to one project?
  • What steps can I take to reproduce this on my end?
  • Can you post your crash logs and callstack here?

Gives the error as per normal on a fresh project.

I guess the issue is, converting projects from previous versions to current ones is just not recommend. I’m coming from 4.9.2 and I had no issues like ever with crashing or slowness on 4.9.2.

I’m having a slew of problems with the project in 4.11. The issue mentioned above. It happens 100% of the time for me in this project. Its not just arrays I found out though, its anytime that error presents itself on a node it doesn’t like. If you update a node and compile while that node exists as the previous state somewhere else it crashes. Etc…

When i first start the project its pretty quick to play in editor. After about an hour I hit play in editor it takes a full 60+ seconds to start…and its just a tiny demo map. I close the editor and reopen and its back to loading within 2 sec.

After the editor crashes… whatever BP i had open on the crash, it zeroes out my variables. All of them… ints, floats, arrays, vectors… they all revert to zero as their values. What a pain. I used my 4.9 backup to manually check the variable values and re enter them.

The project is too big to send… I don’t know how you could recreate. IF you have any larger projects on 4.9.x convert them to 4.11 and see how you get on.

Also when the crashes happen i don’t even get the “send to epic” window anymore… just crashes hard.

Lastly, if the editor is working and I leave it open… the next day it shows its still open but its completely . End task is the only way to kill it.

Thanks for looking into it. But appears the real issue is with converting a project to a newer version. Lesson learned!

Ironically I had most of these same problems on 4.8 as well. All of them went away on 4.9.2.

Thanks

Can you post your crash logs here? Are you seeing any specific errors in the map check or during blueprint compiling? For instance, do you see any reference to null pointers or depreciated nodes?

I just created an event… hit compile. Insta-crash. No warning.

This is all it shows in the log for the crash

[2016.05.24-16.42.30:815][613]LogUObjectBase:Error: 'this' pointer is misaligned.
[2016.05.24-16.42.30:817][613]LogWindows:Error: Windows GetLastError: The operation completed successfully. (0)
[2016.05.24-16.42.31:217][613]LogCrashTracker: 


[2016.05.24-16.42.31:217][613]LogThreadingWindows:Error: Runnable thread TaskGraphThread 1 crashed.
[2016.05.24-16.42.31:217][613]LogCrashTracker: 


[2016.05.24-16.42.31:217][613]LogWindows:Error: === Critical error: ===
Fatal error: [File:D:\BuildFarm\buildmachine_++UE4+Release-4.11\Engine\Source\Runtime\CoreUObject\Private\UObject\GarbageCollection.cpp] [Line: 538] 
Invalid object in GC: 0xdddddddddddddddd, ReferencingObject: CustomPlayer_Controller_C /Game/Blueprints/Game/CustomPlayer_Controller.Default__CustomPlayer_Controller_C, ReferencingObjectClass: BlueprintGeneratedClass /Game/Blueprints/Game/CustomPlayer_Controller.CustomPlayer_Controller_C, Property Name: ClosestSeen_act, Offset: 2976, TokenIndex: 40



Crash in runnable thread TaskGraphThread 1

[2016.05.24-16.42.31:283][613]LogExit: Executing StaticShutdownAfterError
[2016.05.24-16.42.31:283][613]LogWindows: FPlatformMisc::RequestExit(1)
[2016.05.24-16.42.31:283][613]Log file closed, 05/24/16 12:42:31

Booting back up i see the error. Forgot to attach Char Movement to max walk speed in the function. Instead of giving the error it crashes as per the described behavior above. :confused:

if you move the asset with the character movement to a different project and then attach everything, does the crash occur in a new project? If not, try moving it back after this change has been made, do you still see the crash occur?

Honestly, I don’t know when I’ll find the time… I’m spending tons of time trying to get my AI to work in this version. It works fine in 4.9.2 and none of it works in 4.11. I wish I could go back but I did a lot of work in the main classes before realizing how unstable this version is. Now it wont let me open most things in 4.9.2 anymore so im stuck here.

The engine crashes no less than 20 times a day. 4.9.2 was maybe once a month. It crashes for no reason. I’ll be not even using it… check my email or look at the tv… then look back… and the engine is just closed. What a nightmare this version is. Wish I never upgraded. Thanks for trying to help but i think its just all around unstable right now. Probably too much to really track down all the specific problems here. The log shows different nodes mentioned every crash. Sometimes in the BT, sometimes in a random BP… sometimes literally just a variable is mentioned, or a function.

Anyway… hopefully 4.12 is more stable. Thanks!

see here

and here

and here

literally… every third attempt to play in editor crashes it…
from below, it looks like this crash is cuz im using a child class of a parent task? is that not allowed? Every task must be its own parent?

[2016.05.25-04.24.17:530][382]LogWindows:Error: === Critical error: ===
Assertion failed: ((UObject*)ContainerPtr)->IsA((UClass*)GetOuter()) [File:D:\BuildFarm\buildmachine_++UE4+Release-4.11\Engine\Source\Runtime\CoreUObject\Public\UObject\UnrealType.h] [Line: 311] 
'Custom_UnsetDynTarget_task_C_1' is of class 'Custom_UnsetDynTarget_task_C' however property 'FloatProperty_2265' belongs to class 'TRASHCLASS_CustomParent_task_414'

   

[2016.05.25-04.24.17:583][382]LogExit: Executing StaticShutdownAfterError

[2016.05.25-04.24.17:594][382]LogPhysics:Warning: PHYSX: ..\..\PhysX\src\NpScene.cpp (2946) 8 : PxScene::unlockWrite() called without matching call to PxScene::lockWrite(), behaviour will be undefined.
[2016.05.25-04.24.17:594][382]LogWindows: FPlatformMisc::RequestExit(1)
[2016.05.25-04.24.17:594][382]Log file closed, 05/25/16 00:24:17

Unfortunately upgrading between engine versions carries an inherent risk of instability. This is predominantly due to code changes that may have depreciated nodes, the risk of file/asset corruption, etc. We highly recommend staying on one engine version unless it is absolutely necessary to upgrade to a new version to prevent these errors from occurring. When converting, it is best to do so from one engine version to the next up and move the project up slowly. Jumping multiple engine versions at once carries a significantly higher risk of errors, crashes, breaks, etc.

TRASHCLASS errors typically occur when a cyclical dependency is found in a class. Make sure you don’t have any circular dependencies within the project.

Hi thankstipscom,

We have not heard from you in several days. I am marking this as answered for tracking purposes. If you are still experiencing this error, please comment with updated information.