Unreal 4.12 and 4.12.1 crash when perforce is selected in "Connect to source control"

Unreal 4.12 and 4.12.1 is crashing when perforce is selected in “Connect to source control”. I receive this message after the crash in the crash reporter: “You do not have any debugging symbols required to display the callstack for this crash.”

Hey -

When you received the crash report window, did you press the submit button to submit the crash? If so, can you provide your machine Id to help me look up your crash? When I create a new project and select Source Control->Connect to Source Control and select Perforce as the Provider I am not getting any crash. Can you confirm if these are the same steps you’re using and if you see the crash occur in a new project? Can you provide the logs from the crash as well?

Of course. This is all the output I have.

EpicAccountId

You do not have any debugging symbols required to display the callstack for this crash.

Unfortunately the crash report does not contain as much useful information in this case. If you are using the launcher, can you click the dropdown next to Launch for the engine version and select Options. Please check that “Editor symbols for debugging” is checked which should provide you additional information after a crash. Also, please let me know if the following steps cause the crash to occur for you.

  • Create a new project in 4.12
  • Click Source Control->Connect to Source Control
  • In the new window select Perforce as the Provider

If this does cause you to crash, let me know if adding editor symbols provides any additional information in the callstack window. Also please add the log files from the crash.

Hi,

That caused me a crash. Here is the information with the editor symbols. Thanks for your help.

MachineId
EpicAccountId

Stack overflow - code c00000fd (first/second chance not available)

LavasoftTcpService64
LavasoftTcpService64
ws2_32
UE4Editor_PerforceSourceControl!NetTcpSelector::Select()
UE4Editor_PerforceSourceControl!NetTcpTransport::SendOrReceive()
UE4Editor_PerforceSourceControl!NetBuffer::Receive()
UE4Editor_PerforceSourceControl!RpcTransport::Receive()
UE4Editor_PerforceSourceControl!Rpc::DispatchOne()
UE4Editor_PerforceSourceControl!Rpc::Dispatch()
UE4Editor_PerforceSourceControl!Rpc::Dispatch()
UE4Editor_PerforceSourceControl!Client::WaitTag()
UE4Editor_PerforceSourceControl!Client::RunTag()
UE4Editor_PerforceSourceControl!Client::Run()
UE4Editor_PerforceSourceControl!ClientApi::Run()
UE4Editor_PerforceSourceControl!FPerforceConnection::RunCommand()
UE4Editor_PerforceSourceControl!FPerforceConnection::EstablishConnection()
UE4Editor_PerforceSourceControl!FPerforceConnection::FPerforceConnection()
UE4Editor_PerforceSourceControl!FScopedPerforceConnection::Initialize()
UE4Editor_PerforceSourceControl!FPerforceGetWorkspacesWorker::Execute()
UE4Editor_PerforceSourceControl!FPerforceSourceControlCommand::DoThreadedWork()
UE4Editor_Core!FQueuedThread::Run() [d:\build\++ue4+release-4.12+compile\sync\engine\source\runtime\core\private\hal\threadingbase.cpp:430]
UE4Editor_Core!FRunnableThreadWin::Run() [d:\build\++ue4+release-4.12+compile\sync\engine\source\runtime\core\private\windows\windowsrunnablethread.cpp:74]

Hey -

I’ve entered a bug report for this crash, UE-31953 . To add additional information to the report, could you provide your DXDiag as well as the logs from the crash?

Cheers

[link text]Here is the dxdiag.1 Thanks for your help.