Editor crashes when opening spell system

My editor crashes when spawning my spell system blueprint into the world. here is the crash report:

MachineId:3244333B40FC16FBE8CD86B6A62E0800
EpicAccountId:2e324e82c18f473f8831fdbb03db2339

Assertion failed: (uint32)NumIndices <= 65535 [File:D:\Build\++UE4+Release-4.12+Compile\Sync\Engine\Source\Runtime\Engine\Private\Particles\ParticleSystemRender.cpp] [Line: 503] 



UE4Editor_Core!FDebug::AssertFailed() [d:\build\++ue4+release-4.12+compile\sync\engine\source\runtime\core\private\misc\outputdevice.cpp:440]
UE4Editor_Engine!FDynamicSpriteEmitterDataBase::BuildViewFillData() [d:\build\++ue4+release-4.12+compile\sync\engine\source\runtime\engine\private\particles\particlesystemrender.cpp:504]
UE4Editor_Engine!FDynamicBeam2EmitterData::GetDynamicMeshElementsEmitter() [d:\build\++ue4+release-4.12+compile\sync\engine\source\runtime\engine\private\particles\particlesystemrender.cpp:2578]
UE4Editor_Engine!FParticleSystemSceneProxy::GetDynamicMeshElements() [d:\build\++ue4+release-4.12+compile\sync\engine\source\runtime\engine\private\particles\particlesystemrender.cpp:6725]
UE4Editor_Renderer!FSceneRenderer::GatherDynamicMeshElements() [d:\build\++ue4+release-4.12+compile\sync\engine\source\runtime\renderer\private\scenevisibility.cpp:1894]
UE4Editor_Renderer!FSceneRenderer::ComputeViewVisibility() [d:\build\++ue4+release-4.12+compile\sync\engine\source\runtime\renderer\private\scenevisibility.cpp:2562]
UE4Editor_Renderer!FDeferredShadingSceneRenderer::InitViews() [d:\build\++ue4+release-4.12+compile\sync\engine\source\runtime\renderer\private\scenevisibility.cpp:2795]
UE4Editor_Renderer!FDeferredShadingSceneRenderer::Render() [d:\build\++ue4+release-4.12+compile\sync\engine\source\runtime\renderer\private\deferredshadingrenderer.cpp:870]
UE4Editor_Renderer!RenderViewFamily_RenderThread() [d:\build\++ue4+release-4.12+compile\sync\engine\source\runtime\renderer\private\scenerendering.cpp:1931]
UE4Editor_Renderer!TGraphTask<`FRendererModule::BeginRenderingViewFamily'::`25'::EURCMacro_FDrawSceneCommand>::ExecuteTask() [d:\build\++ue4+release-4.12+compile\sync\engine\source\runtime\core\public\async\taskgraphinterfaces.h:999]
UE4Editor_Core!FNamedTaskThread::ProcessTasksNamedThread() [d:\build\++ue4+release-4.12+compile\sync\engine\source\runtime\core\private\async\taskgraph.cpp:932]
UE4Editor_Core!FNamedTaskThread::ProcessTasksUntilQuit() [d:\build\++ue4+release-4.12+compile\sync\engine\source\runtime\core\private\async\taskgraph.cpp:679]
UE4Editor_RenderCore!RenderingThreadMain() [d:\build\++ue4+release-4.12+compile\sync\engine\source\runtime\rendercore\private\renderingthread.cpp:319]
UE4Editor_RenderCore!FRenderingThread::Run() [d:\build\++ue4+release-4.12+compile\sync\engine\source\runtime\rendercore\private\renderingthread.cpp:440]
UE4Editor_Core!FRunnableThreadWin::Run() [d:\build\++ue4+release-4.12+compile\sync\engine\source\runtime\core\private\windows\windowsrunnablethread.cpp:74]

Hi ,

It looks like it is making reference to a particle system that is being spawned. Can you try removing the spawn particle system component and see if the crash still occurs?

Additionally, please upload the logs here (\Unreal Projects\PROJECTNAME\saved\logs) so I can take a look. I have a few other questions that may help determine what is occurring:

  • Does this occur in a clean, blank project with no additional content or is it limited to one project?
  • What are the steps you are taking just before the crash occurs?

Can you post the logs? Additionally, are you checking to ensure the particle system is valid before removing? It may be accessing a NULL property.

ah I see, the logs from the most recent crash would be sufficient. You can find them at \Unreal Projects\PROJECTNAME\saved\logs\ and they should still be present.

I found the problem and it is reproducible. It happens in my actor which has 4 translucent material’d cubes and particle systems inside of them like the unreal engine torchfire. On spawn I have a timeline setting the actor world scale from 0.01 to 1 over 0.25 seconds to simulate the actor growing in, and reversing it on the Destroy custom even to remove the spell system. It appears the engine crashes trying to scale up these particle effects from the timeline.

I fixed the issue, can I still access the logs? Yeah, it happens on spawning the actor in and scaling it up, not on the destroy. The particle systems aren’t spawned in, they are in the actor BP.

Hi ,

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 the requested information.