Editor Crashes

Hi all I have a sporadic Editor crashes while working in blueprints inherited from c++ classes specially when setting members TSubclassOF, sometimes editor crashes when I even compile code from vs studio the editor crashes code in vs compiles and when I restart editor everything works again the same with blueprints after crash and restart everything works fine. However the one that popes out now its releated to MemoryPool, what I did I’ve added TSubclassOf to my c++ class inherited blueprint from this class and it crashed after I’ve set the asset and hit compile blueprint, after I’ve restarted editor everything works fine. Also there is a problem with corrupted blueprints inherited from c++ classes specially after adding components, and the only way to get it fixed is to recreate blueprint, to be honest this happens to me only in 4.12 I also have 4.11 and it works just fine I’ve send multiple crash reports after this sporadic crashes cheers.

and this one to :

MachineId:
EpicAccountId:

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

UE4Editor_Core!rml::internal::ExtMemoryPool::initTLS()
UE4Editor_Core!FMallocTBB::Free() [d:\build++ue4+release-4.12+compile\sync\engine\source\runtime\core\private\hal\malloctbb.cpp:109]
UE4Editor_Core!FMemory::Free() [d:\build++ue4+release-4.12+compile\sync\engine\source\runtime\core\public\hal\fmemory.inl:49]
UE4Editor_Engine!UBlueprintGeneratedClass::CreatePersistentUberGraphFrame() [d:\build++ue4+release-4.12+compile\sync\engine\source\runtime\engine\private\blueprintgeneratedclass.cpp:887]
UE4Editor_CoreUObject!UObjectBase::SetClass() [d:\build++ue4+release-4.12+compile\sync\engine\source\runtime\coreuobject\private\uobject\uobjectbase.cpp:213]
UE4Editor_UnrealEd!FBlueprintCompileReinstancer::FBlueprintCompileReinstancer() [d:\build++ue4+release-4.12+compile\sync\engine\source\editor\unrealed\private\kismet2\kismetreinstanceutilities.cpp:201]
UE4Editor_UnrealEd!FBlueprintCompileReinstancer::Create() [d:\build++ue4+release-4.12+compile\sync\engine\source\editor\unrealed\public\kismet2\kismetreinstanceutilities.h:100]
UE4Editor_KismetCompiler!FKismet2CompilerModule::CompileBlueprint() [d:\build++ue4+release-4.12+compile\sync\engine\source\editor\kismetcompiler\private\kismetcompilermodule.cpp:178]
UE4Editor_UnrealEd!FKismetEditorUtilities::CompileBlueprint() [d:\build++ue4+release-4.12+compile\sync\engine\source\editor\unrealed\private\kismet2\kismet2.cpp:756]
UE4Editor_Kismet!FBlueprintEditor::Compile() [d:\build++ue4+release-4.12+compile\sync\engine\source\editor\kismet\private\blueprinteditor.cpp:3184]
UE4Editor_Kismet!TBaseSPMethodDelegateInstance<0,FBlueprintEditor,0,TTypeWrapper __cdecl(void)>::Execute() [d:\build++ue4+release-4.12+compile\sync\engine\source\runtime\core\public\delegates\delegateinstancesimpl_variadics.inl:321]
UE4Editor_Kismet!TBaseSPMethodDelegateInstance<0,FBlueprintEditor,0,void __cdecl(void)>::ExecuteIfSafe() [d:\build++ue4+release-4.12+compile\sync\engine\source\runtime\core\public\delegates\delegateinstancesimpl_variadics.inl:427]
UE4Editor_Slate!FUICommandList::ExecuteAction() [d:\build++ue4+release-4.12+compile\sync\engine\source\runtime\slate\private\framework\commands\uicommandlist.cpp:87]
UE4Editor_Slate!SToolBarButtonBlock::OnClicked() [d:\build++ue4+release-4.12+compile\sync\engine\source\runtime\slate\private\framework\multibox\stoolbarbuttonblock.cpp:300]
UE4Editor_Slate!TMemberFunctionCaller::operator()<>() [d:\build++ue4+release-4.12+compile\sync\engine\source\runtime\core\public\delegates\delegateinstanceinterface_variadics.h:161]
UE4Editor_Slate!TTupleImpl >::ApplyAfter_ExplicitReturnType >() [d:\build++ue4+release-4.12+compile\sync\engine\source\runtime\core\public\delegates\tuple.h:128]
UE4Editor_Slate!TBaseSPMethodDelegateInstance<0,SToolBarButtonBlock,0,FReply __cdecl(void)>::Execute() [d:\build++ue4+release-4.12+compile\sync\engine\source\runtime\core\public\delegates\delegateinstancesimpl_variadics.inl:321]
UE4Editor_Slate!TBaseDelegate::Execute() [d:\build++ue4+release-4.12+compile\sync\engine\source\runtime\core\public\delegates\delegatesignatureimpl_variadics.inl:521]
UE4Editor_Slate!SButton::OnMouseButtonUp() [d:\build++ue4+release-4.12+compile\sync\engine\source\runtime\slate\private\widgets\input\sbutton.cpp:275]
UE4Editor_Slate!::operator()() [d:\build++ue4+release-4.12+compile\sync\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:4598]
UE4Editor_Slate!FEventRouter::Route >() [d:\build++ue4+release-4.12+compile\sync\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:215]
UE4Editor_Slate!FSlateApplication::RoutePointerUpEvent() [d:\build++ue4+release-4.12+compile\sync\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:4587]
UE4Editor_Slate!FSlateApplication::ProcessMouseButtonUpEvent() [d:\build++ue4+release-4.12+compile\sync\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:5041]
UE4Editor_Slate!FSlateApplication::OnMouseUp() [d:\build++ue4+release-4.12+compile\sync\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:5021]
UE4Editor_Core!FWindowsApplication::ProcessDeferredMessage() [d:\build++ue4+release-4.12+compile\sync\engine\source\runtime\core\private\windows\windowsapplication.cpp:1510]
UE4Editor_Core!FWindowsApplication::DeferMessage() [d:\build++ue4+release-4.12+compile\sync\engine\source\runtime\core\private\windows\windowsapplication.cpp:1850]
UE4Editor_Core!FWindowsApplication::ProcessMessage() [d:\build++ue4+release-4.12+compile\sync\engine\source\runtime\core\private\windows\windowsapplication.cpp:745]
UE4Editor_Core!FWindowsApplication::AppWndProc() [d:\build++ue4+release-4.12+compile\sync\engine\source\runtime\core\private\windows\windowsapplication.cpp:667]
user32
user32
UE4Editor_Core!FWindowsPlatformMisc::PumpMessages() [d:\build++ue4+release-4.12+compile\sync\engine\source\runtime\core\private\windows\windowsplatformmisc.cpp:903]
UE4Editor!FEngineLoop::Tick() [d:\build++ue4+release-4.12+compile\sync\engine\source\runtime\launch\private\launchengineloop.cpp:2729]
UE4Editor!GuardedMain() [d:\build++ue4+release-4.12+compile\sync\engine\source\runtime\launch\private\launch.cpp:148]
UE4Editor!GuardedMainWrapper() [d:\build++ue4+release-4.12+compile\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:126]
UE4Editor!WinMain() [d:\build++ue4+release-4.12+compile\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:200]
UE4Editor!__scrt_common_main_seh() [f:\dd\vctools\crt\vcstartup\src\startup\exe_common.inl:264]
kernel32
ntdll

Hello,

  • Please provide the logs from the project’s Saved->Logs folder after the crash occurs.
  • Do you have any steps we can follow to reproduce this crash in a clean project on our end? If you haven’t tested it in a clean project, please do so.
  • Are you using a source version of the editor or the launcher version?

basically it crashes for no reason, this crash that I’ve posted here happened after I’ve added a TSubclassOf<> to my c++ code I have blueprint already inheriting from it so I went to set the asset to blueprint and as soon as I’ve set and hit compile blueprint it crashed, the thing is that after restarting editor everything is fine code compiles and the project runs as usual, and the corrupted blueprints, I think that one appears when I have a c++ class and blueprint of this class and I make changes in c++ adding components etc. and compiling the code once in editor once in visual studio and suddenly the BP becomes corrupted, the component is added in c++ but doesn’t appear in BP, I’ve tried to clean build the vs project delete binaries and generate new vs project files but the only way to fix blueprint is to make a new one. I’m using launcher version. BTW Where do you want me to upload this logs ? do you want the entire file ?

Yeah, I’d like the entire text file from the Saved->Logs folder.

Also, please attempt to reproduce this issue in a clean project, and let me know if you are able to do so. Unfortunately, based on the information you provided, I don’t have much to go on so if you are able to reproduce the issue please share the steps you took.

Thank you.

Here are the logs I will try to recreate crash in new project this evening

link text

Thank you, let me know when you have recreated the crash, and please provide the repro steps.

Ok So I’ve managed to recreate the crash here are the steps:

open new c++ empty project
add new c++ class and choose AActor as the base class I called my one BaseClass

now in editor right click on base class and create new c++ class from it
now click on that new c++ class and create blueprint from it when the blueprint editor opens change any property click save and compile

I also compiled project

now go back to the first class (BaseClass) and add to your header file

 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Weapon")
    	UArrowComponent* SceneComponent;
    
 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Weapon")
    	UTextRenderComponent* TextComponent;

now in the BaseClass constructor add

if ((RootComponent = SceneComponent = CreateDefaultSubobject<UArrowComponent>(TEXT("RootComponent"))) == nullptr)
	{
		UE_LOG(LogTemp, Warning, TEXT("Failed to create weapon system root component"));
	}

TextComponent = CreateDefaultSubobject<UTextRenderComponent>(TEXT("Text Renderer Component"));
TextComponent->AddToRoot();

now go to editor and compile the code after you compile the code go to the blueprint class and set the text properties click save and compile the blueprint

this is the error log I have:

MachineId:
EpicAccountId:

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

UE4Editor_CoreUObject!UObjectPropertyBase::Identical() [d:\build++ue4+release-4.12+compile\sync\engine\source\runtime\coreuobject\private\uobject\propertybaseobject.cpp:60]
UE4Editor_CoreUObject!UStruct::SerializeTaggedProperties() [d:\build++ue4+release-4.12+compile\sync\engine\source\runtime\coreuobject\private\uobject\class.cpp:1939]
UE4Editor_CoreUObject!UObject::SerializeScriptProperties() [d:\build++ue4+release-4.12+compile\sync\engine\source\runtime\coreuobject\private\uobject\obj.cpp:1017]
UE4Editor_CoreUObject!UObject::Serialize() [d:\build++ue4+release-4.12+compile\sync\engine\source\runtime\coreuobject\private\uobject\obj.cpp:956]
UE4Editor_Engine!UEngine::CopyPropertiesForUnrelatedObjects() [d:\build++ue4+release-4.12+compile\sync\engine\source\runtime\engine\private\unrealengine.cpp:10965]
UE4Editor_KismetCompiler!FKismetCompilerContext::Compile() [d:\build++ue4+release-4.12+compile\sync\engine\source\editor\kismetcompiler\private\kismetcompiler.cpp:3475]
UE4Editor_KismetCompiler!FKismet2CompilerModule::CompileBlueprintInner() [d:\build++ue4+release-4.12+compile\sync\engine\source\editor\kismetcompiler\private\kismetcompilermodule.cpp:100]
UE4Editor_KismetCompiler!FKismet2CompilerModule::CompileBlueprint() [d:\build++ue4+release-4.12+compile\sync\engine\source\editor\kismetcompiler\private\kismetcompilermodule.cpp:187]
UE4Editor_UnrealEd!FKismetEditorUtilities::CompileBlueprint() [d:\build++ue4+release-4.12+compile\sync\engine\source\editor\unrealed\private\kismet2\kismet2.cpp:756]
UE4Editor_Kismet!FBlueprintEditor::Compile() [d:\build++ue4+release-4.12+compile\sync\engine\source\editor\kismet\private\blueprinteditor.cpp:3184]
UE4Editor_Kismet!TBaseSPMethodDelegateInstance<0,FBlueprintEditor,0,TTypeWrapper __cdecl(void)>::Execute() [d:\build++ue4+release-4.12+compile\sync\engine\source\runtime\core\public\delegates\delegateinstancesimpl_variadics.inl:321]
UE4Editor_Kismet!TBaseSPMethodDelegateInstance<0,FBlueprintEditor,0,void __cdecl(void)>::ExecuteIfSafe() [d:\build++ue4+release-4.12+compile\sync\engine\source\runtime\core\public\delegates\delegateinstancesimpl_variadics.inl:427]
UE4Editor_Slate!FUICommandList::ExecuteAction() [d:\build++ue4+release-4.12+compile\sync\engine\source\runtime\slate\private\framework\commands\uicommandlist.cpp:87]
UE4Editor_Slate!SToolBarButtonBlock::OnClicked() [d:\build++ue4+release-4.12+compile\sync\engine\source\runtime\slate\private\framework\multibox\stoolbarbuttonblock.cpp:300]
UE4Editor_Slate!TMemberFunctionCaller::operator()<>() [d:\build++ue4+release-4.12+compile\sync\engine\source\runtime\core\public\delegates\delegateinstanceinterface_variadics.h:161]
UE4Editor_Slate!TTupleImpl >::ApplyAfter_ExplicitReturnType >() [d:\build++ue4+release-4.12+compile\sync\engine\source\runtime\core\public\delegates\tuple.h:128]
UE4Editor_Slate!TBaseSPMethodDelegateInstance<0,SToolBarButtonBlock,0,FReply __cdecl(void)>::Execute() [d:\build++ue4+release-4.12+compile\sync\engine\source\runtime\core\public\delegates\delegateinstancesimpl_variadics.inl:321]
UE4Editor_Slate!TBaseDelegate::Execute() [d:\build++ue4+release-4.12+compile\sync\engine\source\runtime\core\public\delegates\delegatesignatureimpl_variadics.inl:521]
UE4Editor_Slate!SButton::OnMouseButtonUp() [d:\build++ue4+release-4.12+compile\sync\engine\source\runtime\slate\private\widgets\input\sbutton.cpp:275]
UE4Editor_Slate!::operator()() [d:\build++ue4+release-4.12+compile\sync\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:4598]
UE4Editor_Slate!FEventRouter::Route >() [d:\build++ue4+release-4.12+compile\sync\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:215]
UE4Editor_Slate!FSlateApplication::RoutePointerUpEvent() [d:\build++ue4+release-4.12+compile\sync\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:4587]
UE4Editor_Slate!FSlateApplication::ProcessMouseButtonUpEvent() [d:\build++ue4+release-4.12+compile\sync\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:5041]
UE4Editor_Slate!FSlateApplication::OnMouseUp() [d:\build++ue4+release-4.12+compile\sync\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:5021]
UE4Editor_Core!FWindowsApplication::ProcessDeferredMessage() [d:\build++ue4+release-4.12+compile\sync\engine\source\runtime\core\private\windows\windowsapplication.cpp:1510]
UE4Editor_Core!FWindowsApplication::DeferMessage() [d:\build++ue4+release-4.12+compile\sync\engine\source\runtime\core\private\windows\windowsapplication.cpp:1850]
UE4Editor_Core!FWindowsApplication::ProcessMessage() [d:\build++ue4+release-4.12+compile\sync\engine\source\runtime\core\private\windows\windowsapplication.cpp:745]
UE4Editor_Core!FWindowsApplication::AppWndProc() [d:\build++ue4+release-4.12+compile\sync\engine\source\runtime\core\private\windows\windowsapplication.cpp:667]
user32
user32
UE4Editor_Core!FWindowsPlatformMisc::PumpMessages() [d:\build++ue4+release-4.12+compile\sync\engine\source\runtime\core\private\windows\windowsplatformmisc.cpp:903]
UE4Editor!FEngineLoop::Tick() [d:\build++ue4+release-4.12+compile\sync\engine\source\runtime\launch\private\launchengineloop.cpp:2729]
UE4Editor!GuardedMain() [d:\build++ue4+release-4.12+compile\sync\engine\source\runtime\launch\private\launch.cpp:148]
UE4Editor!GuardedMainWrapper() [d:\build++ue4+release-4.12+compile\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:126]
UE4Editor!WinMain() [d:\build++ue4+release-4.12+compile\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:200]
UE4Editor!__scrt_common_main_seh() [f:\dd\vctools\crt\vcstartup\src\startup\exe_common.inl:264]
kernel32
ntdll

I’m gonna also try to recreate the corrupted blueprint bug but that one is tricky

Yeah just noticed that to, right I also had one crash with TSubclassOf<> but I wasn’t attaching it or nothing just setting the asset in bp will try to recreate that one and that corrupted BP

Try replacing the TextComponent->AddToRoot(); line with

TextComponent->AttachToComponent(RootComponent, FAttachmentTransformRules::KeepWorldTransform);

When I did that, I no longer experienced a crash. Let me know if that helps!

For the separate crash, please create a new Answerhub post so we can investigate it as a separate issue. I will mark this topic as resolved for the meantime, as inserting the line of code I mentioned above resolved this crash.

Let me know if you run into it again and we can continue to investigate.

hey the second crash appears to be a Known issue (UE-31442) can you confirm that please, it happens only when editing assets and its hard to determine when it will happen I had this issue multiple times in couple of my blueprints and after restarting everything was fine

31442 is a crash in this line: UE4Editor_CoreUObject!IncrementalPurgeGarbage()

I’m not sure which crash you are asking if it is related to, please post part of the callstack and I’ll be able to double check for you.

I came across This thread and I’ve realized it is similar but I was adding members in c++ and than editing blueprint that inherits from it I tried to recreate it but it happens randomly and everything comes back to normal after restarting editor

If you are able to determine the exact steps to reproduce the crash you’re experiencing, let me know. On my end, the code change I provided resolved the crash I was experiencing. If you see this crash surface again, feel free to reopen this thread.

Have a great day