Fatal Error: Foliage Instance Base | Line : 90

Hello guys

I made a level yesterday and after building the lights, I attempted to playing it and it crashed. Since then I have a launch crash where it says that the error is referring the title.

I’m going to leave the crash report from UE4. My suspicion is that the Level file I’m editing became corrupt, thus creating the launch crash.

Any ideas and or solutions to this or why this is happening?

Thanks, guys

MachineId:190A858C474903700B85A6B54337D4CF
EpicAccountId:e400c92b77ab4737a0721ada80f9c9c0

Fatal error: [File:D:\Build++UE4+Release-4.12+Compile\Sync\Engine\Source\Runtime\Foliage\Private\FoliageInstanceBase.cpp] [Line: 90]
Instance base cache - integrity verification(3): Counter: 38 Size: 34, InvSize: 31 (L:1 S:0 T:0)

UE4Editor_Core!FDebug::AssertFailed() [d:\build++ue4+release-4.12+compile\sync\engine\source\runtime\core\private\misc\outputdevice.cpp:440]
UE4Editor_Foliage!operator<<() [d:\build++ue4+release-4.12+compile\sync\engine\source\runtime\foliage\private\foliageinstancebase.cpp:93]
UE4Editor_Foliage!AInstancedFoliageActor::Serialize() [d:\build++ue4+release-4.12+compile\sync\engine\source\runtime\foliage\private\instancedfoliage.cpp:2247]
UE4Editor_CoreUObject!FLinkerLoad::Preload() [d:\build++ue4+release-4.12+compile\sync\engine\source\runtime\coreuobject\private\uobject\linkerload.cpp:3293]
UE4Editor_CoreUObject!EndLoad() [d:\build++ue4+release-4.12+compile\sync\engine\source\runtime\coreuobject\private\uobject\uobjectglobals.cpp:1411]
UE4Editor_CoreUObject!LoadPackageInternal() [d:\build++ue4+release-4.12+compile\sync\engine\source\runtime\coreuobject\private\uobject\uobjectglobals.cpp:1171]
UE4Editor_CoreUObject!LoadPackageInternal() [d:\build++ue4+release-4.12+compile\sync\engine\source\runtime\coreuobject\private\uobject\uobjectglobals.cpp:1286]
UE4Editor_UnrealEd!UEditorEngine::Map_Load() [d:\build++ue4+release-4.12+compile\sync\engine\source\editor\unrealed\private\editorserver.cpp:2397]
UE4Editor_UnrealEd!UEditorEngine::HandleMapCommand() [d:\build++ue4+release-4.12+compile\sync\engine\source\editor\unrealed\private\editorserver.cpp:5987]
UE4Editor_UnrealEd!UEditorEngine::Exec() [d:\build++ue4+release-4.12+compile\sync\engine\source\editor\unrealed\private\editorserver.cpp:5477]
UE4Editor_UnrealEd!UUnrealEdEngine::Exec() [d:\build++ue4+release-4.12+compile\sync\engine\source\editor\unrealed\private\unrealedsrv.cpp:744]
UE4Editor_UnrealEd!FEditorFileUtils::LoadMap() [d:\build++ue4+release-4.12+compile\sync\engine\source\editor\unrealed\private\filehelpers.cpp:2135]
UE4Editor_UnrealEd!FEditorFileUtils::LoadDefaultMapAtStartup() [d:\build++ue4+release-4.12+compile\sync\engine\source\editor\unrealed\private\filehelpers.cpp:3349]
UE4Editor_UnrealEd!FUnrealEdMisc::OnInit() [d:\build++ue4+release-4.12+compile\sync\engine\source\editor\unrealed\private\unrealedmisc.cpp:300]
UE4Editor_UnrealEd!EditorInit() [d:\build++ue4+release-4.12+compile\sync\engine\source\editor\unrealed\private\unrealed.cpp:89]
UE4Editor!GuardedMain() [d:\build++ue4+release-4.12+compile\sync\engine\source\runtime\launch\private\launch.cpp:137]
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

HI bryst_m153,

  • 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 here? They can be found at \Unreal Projects\PROJECTNAME\saved\logs\
  • Have you tried removing your maps from your project and starting? Do you see the crash still occur if you do this? If not, try slowly re-adding maps to see if the crash occurs again. If it does not, when you open each map, try removing foliage from the maps, as it seems this error may be tied to your foliage actors.

I will try that now. Is there a way that I can open the level without the foliage actors in it? (Like a way to rule them out?.. It’s a lot of work done)

  • Only tied to this project
  • I’m not sure what happened to be honest in regards to reproducing. I made a level (Small one), placed about 300 foliage actors and then built lighting. No problems whatsoever. Then I press play and it crashes. Can’t load since.

I’ve already rebuilt the VS, cleared out caches but I think it’s the level file, unfortunately.

If you remove the meshes that you had in foliage from your content browser you should be able to open the map without them present. What type of assets were you using in the foliage editor? How high poly are the meshes?

After some additional research, I’ve found that this is a known issue here. I’m happy to report that this has already been fixed and should be in 4.13.

Thanks, . So for now, what do you recommend me to do?

If you are using the source build, you can implement the commit for the fix into your 4.12 build. Otherwise, the best thing to do at this point is hold off on working with foliage until the 4.13 release occurs.

Hi there, we have tried to fix the bug within our source build of ue4, but it doesn´t work.

But we´ve got another workaround for that.

Just open another version of ue4, if you use 4.12.5 just try to open the project with 4.12.4, convert in place and the project should start again. Then convert back with 4.12.5 and everything should work fine again.

Hello, Grafix. Where can I get a different 4.12.4? do I download a 4.12 source build?

that’d be great cuz I’m kinda tired of creating new and new projects. Something I’ve noticed is that it only happens after I build the lighting of the project, then close it and try to reopen it once more.

I’m curious, how does a single developer project with deadlines that have to provide playable demos every month hold off on working with critical elements just because a fix wasn’t included as a hotfix but have to way for a long time for a final release of the next major engine version?

Hi sbnewsom,

For clarity, I have edited your post to remove some language from the post that is against our rules and code of conduct. The fix located above has access to a commit on github where those who do not wish to wait for the 4.13 release can pull the commit and implement the fix into their engine version. It is important to note that this requires the github source build to properly implement, but the option is available to those who require a faster implementation. The commit within the link above can be found here.

That is exactly the problem. A one man developer won’t be kicking the hornets nest, therefore, my game isn’t built on a github engine build. Neither can I wait for 4.13 to manage to get out of preview nor can I up and convert the game to full source and lose all the benefits of official releases with a major increase in overhead. Like I said, it should of been a hotfix so people like me don’t have to wait for critical fixes on top of not needing to rely on source built engine.

And clarify, the game isn’t 100% blueprint, but the game isn’t based off of a github build, but through the launcher. I am unable to apply a hotfix to the engine since it will not rebuild.

Sbnewsom, the Source build engines have the exact same features as the Launcher versions, so I don’t know what you mean by losing the benefits. Actually the source versions get more bugs fixed because they often get them solved in small updates. If YOU are not willing to make these changes then yes, you have to wait for the next major release.

, I tried the hotfix though by the way and it is not working. Any suggestions?

Alright for anyone else that is having this problem, if you have a level that has foliage in it and you’re using 4.12.5 just do not edit any of the foliage. Yes, it sounds like and it is a pain but that’s just how it is. I’ve applied the hotfix but so far I don’t have a working solution yet. Any help is welcome.

Will any maps that have had this error be able to be opened once 4.13 comes out? I’ve made substantial progress on two of my maps that this error has occurred on. Would these maps open just fine in 4.13, or would I need to roll back prior to when this error happened? Is there any way we can fix this without having to recompile our project?

I don´t know where to get older version of 4.12. We have builded the 4.12.5 by our own from the source Version on Github, converting the project to that version back and forth worked. I´m sorry, i can not tell you how to install or build from source, there are several other tutorials and documentions out there for that.

You should be able to open them again once 4.13 is released. If not, please post back here and I’ll be happy to take a look and see what may be occurring.

Thanks , I’ll be sure to do that if a problem still exists by then.

Edit: I made a big rant about how frustrating it is to be a single dev then explaining how using a source build adds overhead to production, then about how the benefits of not doing source is the reliability of stable releases and not having to use the confusing source system and having never used GitHub before or any source system.

But, I had my coffee and decided to waste the whole day figuring github out. Sorry.

What I don’t understand is why they won’t release a fix to such a damaging bug with their current build. Relying on waiting for the next engine release makes little sense. It’s not a feature issue, it’s a significant corruption with little seeming to fix it without already running the source build or waiting for 4.13.

Where’s the 4.12.6 hotfix to this pretty big issue?