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Export Movie in Sequencer Crash

1) Click Edit Existing Cinematic under Cinematics -> Select existing level sequence 2) Click render this movie icon Output Render Format Custom Render Passes Keep default resolution of 3840x2160 2 render passes - Final Image and Scene Depth Use Custom Endframe - 54 (not sure if relevant) 3) Click Render Movie. Crash occurs Not even the first frame gets rendered. A second time it worked. (turned HDR output on/off but not sure what causes this exactly)

See the crash log: [2016.10.27-19.05.16:790][326]LogGameState: Match State Changed from WaitingToStart to InProgress [2016.10.27-19.05.16:798][326]PIE: Info Play in editor start time for /Game/ThirdPersonBP/Maps/UEDPIE_0_ThirdPersonExampleMap 5.979 [2016.10.27-19.05.16:801][326]LogBlueprintUserMessages: Late PlayInEditor Detection: Level '/Game/ThirdPersonBP/Maps/ThirdPersonExampleMap.ThirdPersonExampleMap:PersistentLevel' has LevelScriptBlueprint '/Game/ThirdPersonBP/Maps/ThirdPersonExampleMap.ThirdPersonExampleMap:PersistentLevel.ThirdPersonExampleMap' with GeneratedClass '/Game/ThirdPersonBP/Maps/ThirdPersonExampleMap.ThirdPersonExampleMap_C' with ClassGeneratedBy '/Game/ThirdPersonBP/Maps/ThirdPersonExampleMap.ThirdPersonExampleMap:PersistentLevel.ThirdPersonExampleMap' [2016.10.27-19.05.17:030][327]LogRenderer: Reallocating scene render targets to support 2168x1080 (Frame:358). [2016.10.27-19.05.17:041][327]LogRenderer: Reallocating scene render targets to support 3840x2160 (Frame:358). [2016.10.27-19.05.18:906][328]LogContentStreaming: Texture pool size now 4910 MB Assertion failed: IsValid() [File:Runtime/Core/Public/Templates/SharedPointer.h] [Line: 780] [Callstack] 00 0x00007f76443f2e0f FLinuxPlatformStackWalk::CaptureStackBackTrace(unsigned long long*, unsigned int, void*) [Callstack] 01 0x00007f76442cee66 FGenericPlatformStackWalk::StackWalkAndDump(char*, unsigned long, int, void*) [Callstack] 02 0x00007f76443f2d0a FLinuxPlatformStackWalk::StackWalkAndDump(char*, unsigned long, int, void*) [Callstack] 03 0x00007f764445fa6c FDebug::LogAssertFailedMessage(char const*, char const*, int, wchar_t const*, ...) [Callstack] 04 0x00007f76410c838b bool FHighResScreenshotConfig::SaveImage(FString const&, TArray const&, FIntPoint const&, FString*) const [Callstack] 05 0x00007f762a11159d TAsyncBufferWrite::operator()() [Callstack] 06 0x00007f764461cb01 TAsyncQueuedWork::DoThreadedWork() [Callstack] 07 0x00007f7644374b28 FQueuedThread::Run() [Callstack] 08 0x00007f7644317721 FRunnableThreadPThread::Run() [Callstack] 09 0x00007f76442f5606 FRunnableThreadPThread::_ThreadProc(void*) [Callstack] 10 0x00007f7645247dc5 /lib64/libpthread.so.0(+0x7dc5) [0x7f7645247dc5] [Callstack] 11 0x00007f7638b2228d /lib64/libc.so.6(clone+0x6d) [0x7f7638b2228d]

Signal 11 caught. Malloc Size=131076 LargeMemoryPoolOffset=131092 CommonLinuxCrashHandler: Signal=11 Malloc Size=65535 LargeMemoryPoolOffset=196655 Malloc Size=72797 LargeMemoryPoolOffset=269469 Using jemalloc. LogModuleManager:Warning: ModuleManager: Module 'PakFile' not found - its StaticallyLinkedModuleInitializers function is null. LogPlatformFile: Not using cached read wrapper LogModuleManager:Warning: ModuleManager: Module 'SandboxFile' not found - its StaticallyLinkedModuleInitializers function is null. LogInit:Display: RandInit(-1139922823) SRandInit(-1139922820). LogTaskGraph: Started task graph with 3 named threads and 12 total threads. LogInit: Version: 4.11.0-0+UE4 LogInit: API Version: 0 LogInit: Compiled (64-bit): Feb 25 2016 11:54:53 LogInit: Compiled with Clang: 3.5.0 (tags/RELEASE_350/final) LogInit: Build Configuration: Shipping LogInit: Branch Name: UE4 LogInit: Command line: -Abslog=/mnt/raidarray/UnrealEngine/testProject/Saved/Logs/testProject-CRC.log /mnt/raidarray/UnrealEngine/testProject/Saved/Crashes/crashinfo-testProject-pid-11421-2EEE6E7D130A0E1B0005029EBC0DB8AF/ LogInit: Base directory: /home/user/Documents/Epic/UnrealEngine/Engine/Binaries/Linux/ LogInit: Installed Engine Build: 1 LogInit: Presizing for max 8388607 objects, including 0 objects not considered by GC, pre-allocating 0 bytes for permanent pool. LogInit: Object subsystem initialized

Product Version: UE 4.13
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asked Oct 27 '16 at 07:15 PM in Bug Reports

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aliasense
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avatar image Matt.Williams Oct 28 '16 at 04:54 PM

Hey aliasense,

I'm having trouble reproducing this crash. Can you try reproducing this in a default Third Person Template project?

I'd also like to ask if you're actually sending the crash report. I can't find any crashes associated with your EpicID.

-Matt W.

avatar image aliasense Oct 28 '16 at 04:57 PM

Hi Matt,

This is actually based on the Third Person Template but some elements had been added. Which log files do you need? Can I email them privately to you? It seems also on our end that the crash does not happen every time, but we haven't figured out yet when it crashes and when not.

avatar image Matt.Williams Oct 28 '16 at 10:07 PM

Hey alieasense,

Logs shouldn't really reveal anything, but if you'd like to send them privately you can upload them to Dropbox/Drive and PM me a link on the forums.

Just the project logs in Saved/Logs

-Matt W.

avatar image aliasense Oct 29 '16 at 01:07 AM

Let me see if I can reproduce it. It happened a few times. It's on Linux.

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Hey aliasense-

Thank you for submitting a bug report. I have reproduced this issue and logged a report for it here https://issues.unrealengine.com/issue/UE-37849 . You can track the report's status as the issue is reviewed by our development staff.

Cheers

Doug Wilson

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answered Oct 31 '16 at 01:48 PM

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