Packaged Game Crashing

Packaged game is crashing due to LargeMemoryPoolOffset. I am using a canvas, and it has multiple Texts as variables, which are being assigned different values at very event tick. I am able to launch the game but after several minutes; it crashes. Crash time is not fixed. Averagely, it crashes within 2-3 minutes after the launch.

Error:

LogLinux:Error: appError called: Assertion failed: Assertion failed: FoundEndIndexMatch == true || EndRangeIndex == MaxValidIndex [File:/home/usr/Documents/Epic/UnrealEngine/Engine/Source/Runtime/Slate/Private/Framework/Text/TextLayout.cpp] [Line: 2545] 

Log Output:

[File:/home/usr/Documents/Epic/UnrealEngine/Engine/Source/Runtime/Slate/Private/Framework/Text/TextLayout.cpp] [Line: 2545] 
[Callstack]  00  0x0000000001d2583f  FLinuxPlatformStackWalk::CaptureStackBackTrace(unsigned long long*, unsigned int, void*) [/home/usr/Documents/Epic/UnrealEngine/Engine/Source/Runtime/Core/Private/Linux/LinuxPlatformStackWalk.cpp, line 945]
[Callstack]  01  0x0000000001c18ec6  FGenericPlatformStackWalk::StackWalkAndDump(char*, unsigned long, int, void*) [/home/usr/Documents/Epic/UnrealEngine/Engine/Source/Runtime/Core/Private/GenericPlatform/GenericPlatformStackWalk.cpp, line 146]
[Callstack]  02  0x0000000001d25733  Unknown [/home/usr/Documents/Epic/UnrealEngine/Engine/Source/Runtime/Core/Private/Linux/LinuxPlatformStackWalk.cpp, line 893]
[Callstack]  03  0x0000000001d8b807  FDebug::LogAssertFailedMessage(char const*, char const*, int, wchar_t const*, ...) [/home/usr/Documents/Epic/UnrealEngine/Engine/Source/Runtime/Core/Public/Containers/ContainerAllocationPolicies.h, line 461]
[Callstack]  04  0x000000000236f7c5  FTextLayout::FRunModel::CreateBlock(FTextLayout::FBlockDefinition const&, float, FLayoutBlockTextContext const&) const [/home/usr/Documents/Epic/UnrealEngine/Engine/Source/Runtime/Slate/Private/Framework/Text/TextLayout.cpp, line 2545]
[Callstack]  05  0x000000000236e08b  FTextLayout::CreateLineViewBlocks(int, int, float, int&, int&, int&, TArray<TSharedRef<ILayoutBlock, (ESPMode)0>, FDefaultAllocator>&) [Runtime/Core/Public/Containers/ContainerAllocationPolicies.h, line 493]
[Callstack]  06  0x000000000237117e  FTextLayout::FlowLineLayout(int, float, TArray<TSharedRef<ILayoutBlock, (ESPMode)0>, FDefaultAllocator>&) [/home/usr/Documents/Epic/UnrealEngine/Engine/Source/Runtime/Slate/Private/Framework/Text/TextLayout.cpp, line 544]
[Callstack]  07  0x000000000237097a  FTextLayout::FlowLayout() [/home/usr/Documents/Epic/UnrealEngine/Engine/Source/Runtime/Slate/Private/Framework/Text/TextLayout.cpp, line 490]
[Callstack]  08  0x00000000023738f5  FTextLayout::UpdateLayout() [/home/usr/Documents/Epic/UnrealEngine/Engine/Source/Runtime/Slate/Private/Framework/Text/TextLayout.cpp, line 1117]
[Callstack]  09  0x000000000235e554  FSlateTextLayout::UpdateIfNeeded() [/home/usr/Documents/Epic/UnrealEngine/Engine/Source/Runtime/Slate/Private/Framework/Text/TextLayout.cpp, line 1101]
[Callstack]  10  0x00000000024bbbde  FTextBlockLayout::ComputeDesiredSize(FTextBlockLayout::FWidgetArgs const&, float, FTextBlockStyle const&) [Runtime/Core/Public/Templates/SharedPointer.h, line 759]
[Callstack]  11  0x00000000024c98de  STextBlock::ComputeDesiredSize(float) const [/home/usr/Documents/Epic/UnrealEngine/Engine/Source/Runtime/Slate/Private/Widgets/Text/STextBlock.cpp, line 176]
[Callstack]  12  0x00000000021f26fd  SWidget::CacheDesiredSize(float) [Runtime/SlateCore/Public/Widgets/SWidget.h, line 614]
[Callstack]  13  0x000000000218e5ad  SWidget::SlatePrepass(float) [/home/usr/Documents/Epic/UnrealEngine/Engine/Source/Runtime/SlateCore/Private/Widgets/SWidget.cpp, line 410]
[Callstack]  14  0x000000000218e55d  SWidget::SlatePrepass(float) [Runtime/Core/Public/Templates/SharedPointerInternals.h, line 385]
[Callstack]  15  0x000000000218e55d  SWidget::SlatePrepass(float) [Runtime/Core/Public/Templates/SharedPointerInternals.h, line 385]
[Callstack]  16  0x000000000218e55d  SWidget::SlatePrepass(float) [Runtime/Core/Public/Templates/SharedPointerInternals.h, line 385]
[Callstack]  17  0x000000000218e55d  SWidget::SlatePrepass(float) [Runtime/Core/Public/Templates/SharedPointerInternals.h, line 385]
[Callstack]  18  0x000000000218e55d  SWidget::SlatePrepass(float) [Runtime/Core/Public/Templates/SharedPointerInternals.h, line 385]
[Callstack]  19  0x000000000218e55d  SWidget::SlatePrepass(float) [Runtime/Core/Public/Templates/SharedPointerInternals.h, line 385]
[Callstack]  20  0x000000000218e55d  SWidget::SlatePrepass(float) [Runtime/Core/Public/Templates/SharedPointerInternals.h, line 385]
[Callstack]  21  0x000000000218e55d  SWidget::SlatePrepass(float) [Runtime/Core/Public/Templates/SharedPointerInternals.h, line 385]
[Callstack]  22  0x000000000218e55d  SWidget::SlatePrepass(float) [Runtime/C
[2016.11.22-14.35.13:062][368]LogLinux:Error: appError called: Assertion failed: Assertion failed: FoundEndIndexMatch == true || EndRangeIndex == MaxValidIndex [File:/home/usr/Documents/Epic/UnrealEngine/Engine/Source/Runtime/Slate/Private/Framework/Text/TextLayout.cpp] [Line: 2545] 


Signal 11 caught.
Malloc Size=131076 LargeMemoryPoolOffset=131092 
CommonLinuxCrashHandler: Signal=11
Malloc Size=65535 LargeMemoryPoolOffset=196655 
[2016.11.22-14.35.14:696][368]LogLinux: === Critical error: ===
Unhandled Exception: SIGSEGV: invalid attempt to access memory at address 0x00000003

Malloc Size=40832 LargeMemoryPoolOffset=237504 
[2016.11.22-14.35.14:696][368]LogLinux: Assertion failed: Assertion failed: FoundEndIndexMatch == true || EndRangeIndex == MaxValidIndex [File:/home/usr/Documents/Epic/UnrealEngine/Engine/Source/Runtime/Slate/Private/Framework/Text/TextLayout.cpp] [Line: 2545]

sounds like a memory leak

I am not doing much though. I have like 10 FString type variables, which are being assigned to these texts. I am also setting texts using binding functionality, which is recommended. Also I would like to point out that game runs fine without these texts; no crash. Any suggestions?

Hey pnp241-

Changing the value of 10 variables each tick sounds like it is leading to either a pointer variable being referenced when it is null or a memory leak if information is not properly cleaned up after use. Can you try disabling a single text at a time to narrow down if a specific text is causing the issue. If that doesn’t help, please try disabling all text and then enable them one at a time to find where the issue does occur and with how many.

I reduced the texts to 2 which display the current date and time. Now the game runs for hour or so and then crashes. I have the texts under retainer boxes and they are wrapped with invalidation panels. I have attached my BP setup.

Update->
The issue has been fixed now. I am using a Draw Text function in the BP to draw the previously mentioned 2 texts and the game doesn’t crash any more. I am using draw text function just for the date and time texts; all the other texts are drawn the same way as before.