Level Crash on Load (4.12.5)

My project is working okay. But when loading a level that I had previously, successfully had working - it crashes instantly. This happens more when I start working a bit on a new level then try and jump into a previous level.

But not sure what it’s related to. My log only reads:

[2016.08.18-17.50.45:086][434]LogWindows:Error: === Critical error: ===
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: 7 Size: 4, InvSize: 2 (L:1 S:0 T:0)

I do have foliage in each level.

I don’t believe I have any back-ups (are they stored somewhere specific?). I’m hoping there’s something I can tweak to recover it.

Hello,

This crash is a known issue: Unreal Engine Issues and Bug Tracker (UE-32774)

You can either open a copy of your project in 4.13, or merge the fix commit into your engine if you are using a Source build.

Have a great day

I’m not using a source build. Moreso, 4.13 isn’t fully compatible with many of the other things I’m working with yet.

Shouldn’t there be a rather high priority on a 4.12.6 hotfix? It’s a pretty severe bug on a critical system of the ‘stable’ engine build with little info on 4.13’s final build. I don’t understand why they wouldn’t fix 4.12 since it’s a huge bug, not simply an unstable feature.

Unfortunately we are no longer developing for 4.12 as all resources are dedicated to the 4.13 release and onward. If you do decide to use source code instead, a programmer will have the option to integrate specific changelists from 4.13 into 4.12 and make other changes to source code as needed.

That’s terrible marooning those who’ve become dependent on your current build.

Again, this isn’t a feature instability - it’s shredding and corrupting data while forcing to a new build, currently in preview. And even when 4.13 is out, it will have a wide range of new complexities in early mode.

Is there any way to rollback to a stable hotfix? Even if just to recover work that this issue has destroyed access too? I’m in disbelieve that the ‘stable’ build is leaving broken something that has such an impact on it’s functionality.

We highly recommend using a source build at all times if you are going to be dependent on a particular build, that way you can always pull in whichever fixes you need instead of having to update to an entirely new version.

There is unfortunately no way to roll the project back to an earlier version. If you are using Source Control, you can grab an earlier version of the project, or you could check the project’s Saved->Backups folder for copies of the affected assets and see if you can copy those into your content folder to replace the affected ones.

Even thats a poor recommendation. I’m on a source build and the hotfix that was supplied doesn’t work with 4.12.5.

Thats the problem. Nothing but excuses that block people from getting work done, only to say that you either have to wait for the official 4.13 release or do something that just doesn’t work.

I’m working with this hotfix.https://github.com/EpicGames/UnrealEngine/commit/bac67b96d7f1d4323db570c6a0485cdfb0414c23

I tried the hotfix for the foliage issue. With all the lines implemented, I’m getting compiling errors. The DuplicateDataReader.cpp has an overload issue. I don’t know what to do now. I have to send a beta to my publisher in two weeks and I’m just getting a run around.

This is a major hotfix issue, not a “don’t work on it until 4.13” issue.