Anyone know why 4.2 behaviour tree crashes

in the Behaviour trees some of my Blueprints will not execute in version 4.2 and they are labled with a prefix REINST_
i have tried replaceing all the Blueprints and this works fine until i reload the project and the Behaviour trees revert back to the same state.
if i double click the node to edit the Blueprint i get a Crash

SIGSEGV: invalid attempt to access memory at address 0x3

EngineCrashHandler(FGenericCrashContext const&) Address = 0xe00978f (filename not found) [in UE4Editor]
PlatformCrashHandler(int, __siginfo*, void*) Address = 0xe2ae0bf (filename not found) [in UE4Editor-Core.dylib]
_sigtramp() Address = 0x9087e5aa (filename not found) [in libsystem_platform.dylib]

Help Please

from what I have read you are not the only one having this issue. I pretty much have to just leave the editor open so I don’t have to keep fixing the BT but luckily mines only about 10 nodes I can imagine how painful this would be with something more complicated.

Hope they can fix this in a hotfix or at least get it somewhat back to the 4.1 version

Thanks for letting me know it’s not just me, not having much fun with the engine at the moment just seem to be fighting bugs all the time.

Try making a new behavior tree in 4.2, recreating what you had. It worked for me. There seems to be a problem upgrading trees from 4.1

Epic specifically warned this might happen in one of their twitch streams, since the behavior trees are still experimental and all. It’s probably a bad idea to make a really elaborate tree you don’t want to remake at this point in time.

thanks for that but that was one of the first things i Tried and didn’t work
just tried again as you suggested.
it works fine until i close the engine and reload the project then it don’t work again.

just started a new project in 4.2 created everything new a character, data asset, behaviour tree and Tasks.
all great, a little man runs around all happy as expected
but the same fault happens when i close down and reload the project

Hi ,

Could we get your dxdiag, crash logs, and some screenshots of your behavior tree setup? I am going to loop in another developer to help out with your issue.

this is from a test project all created in 4.2 Mac OSX
if i click the blue text in the details panel it opens the BP ok if i double click the the node i get a crash
SIGSEGV: invalid attempt to access memory at address 0x3

EngineCrashHandler(FGenericCrashContext const&) Address = 0x594b78f (filename not found) [in UE4Editor]

PlatformCrashHandler(int, __siginfo*, void*) Address = 0x5bec0bf (filename not found) [in UE4Editor-Core.dylib]
_sigtramp() Address = 0x8da3f5aa (filename not found) [in libsystem_platform.dylib]

Thanks for your Help

This is the task BP

don’t know how to get DXDIAG on OSX

Model Name: iMac

Model Identifier: iMac12,2

Processor Name: Intel Core i7

Processor Speed: 3.4 GHz

Number of Processors: 1

Total Number of Cores: 4

L2 Cache (per Core): 256 KB

L3 Cache: 8 MB

Memory: 12 GB

Boot ROM Version: IM121.0047.B1F

SMC Version (system): 1.72f2

I’m sorry, I didn’t realize you were on a Mac, don’t worry about a dxdiag, that is for PC only. The info you gave is exactly what we need. Could you also include you Crash Logs?

On a Mac, the Crash logs are located in: /Users/UserName/Library/Logs/DiagnosticReports/ The Library Folder is hidden by default. The easiest way to get to it is by having finder the active application and while holding Option Click Go in the Mac Menu Bar. This will expose Library.

i got plenty of them

Those are logs from crash reporter tool, can you also include files that were being uploaded? Log says they are located in:

/Users//Library/Application Support/Epic/UnrealEngine/4.2/Saved/Crashes/CrashReport-MyProject8-pid-1227/

Diagnostics.txt should contain callstack, which will help to determine what happend.

I’ve been having this problem since long before 4.2. Here’s my answers thread on it:

It seems to have to do with accessing external variables or objects from inside a behavior tree type blueprint, specifically variables declared inside your AIController. Possibly some sort of circular reference during compile time (AIController calls behavior tree which calls a service/task/decorator blueprint which calls a variable in AIController)

Thanks Pal

Hi abc211 I have multiple character types all interacting with each other in different ways, it’s taken weeks for me to build and I don’t fancy attempting the workaround you have. Luckily for me it works in 4.1 and am still working on the AI in 4.1 frustrating because I have other issues in 4.1 that have been resolved in 4.2. Hopefully our friends here can come up with a fix for us all.

I’ve the same issue!

Created everything in clear 4.2 and when I close Editor and open it again all of my Task have REINST_ before the name and I need to add them again to BehaviorTree to execute them.

Anyone know how to resolve this? It’s pain to copy and paste tasks in Behavior Tree every time I open the editor.

Hi , is there any news or progress on this isue? its looks like many more people have the same problem.
Thanks

I can’t get a local repro for root case of problem - nodes switching to REINST_ classes. Currently task sits on QA.

Don’t know yet pal, the problem is way beyond my capabilities to resolve. hoping the Epic guys can com up with something soon.