4.14.1 EngineCrashing

Hi there,

It would seem that updating from 4.14.0 to 4.14.1 was a bad move because I am getting continuous crashes while working in the engine.

It’s worth noting that I mainly see crashes while Blueprint editing.

Dragging nodes to pins, opening dropdown boxes and compiling are all factors that trigger a crash. There are more triggers but I am not sure of what else causes them.

Here’s my latest crash report:

*MachineId:
EpicAccountId:

Access violation - code c0000005 (first/second chance not available)

UE4Editor_CoreUObject!UObjectBaseUtility::GetPathName() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\coreuobject\private\uobject\uobjectbaseutility.cpp:47]
UE4Editor_CoreUObject!UObjectBaseUtility::GetPathName() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\coreuobject\private\uobject\uobjectbaseutility.cpp:30]
UE4Editor_UMGEditor!FComponentReregisterContextBase::ReRegister() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\engine\public\componentreregistercontext.h:54]
UE4Editor_UMGEditor!TIndirectArray<FComponentReregisterContext,FDefaultAllocator>::Empty() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\core\public\containers\indirectarray.h:342]
UE4Editor_UMGEditor!FUMGEditorModule::PostCompile() [d:\build\++ue4+release-4.14+compile\sync\engine\source\editor\umgeditor\private\umgeditormodule.cpp:167]
UE4Editor_KismetCompiler!FKismet2CompilerModule::CompileBlueprint() [d:\build\++ue4+release-4.14+compile\sync\engine\source\editor\kismetcompiler\private\kismetcompilermodule.cpp:269]
UE4Editor_UnrealEd!FKismetEditorUtilities::CompileBlueprint() [d:\build\++ue4+release-4.14+compile\sync\engine\source\editor\unrealed\private\kismet2\kismet2.cpp:784]
UE4Editor_Kismet!FBlueprintEditor::Compile() [d:\build\++ue4+release-4.14+compile\sync\engine\source\editor\kismet\private\blueprinteditor.cpp:3202]
UE4Editor_Kismet!TBaseSPMethodDelegateInstance<0,FBlueprintEditor,0,TTypeWrapper<void> __cdecl(void)>::Execute() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\core\public\delegates\delegateinstancesimpl.h:318]
UE4Editor_Kismet!TBaseSPMethodDelegateInstance<0,FBlueprintEditor,0,void __cdecl(void)>::ExecuteIfSafe() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\core\public\delegates\delegateinstancesimpl.h:424]
UE4Editor_Slate!FUICommandList::ExecuteAction() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\slate\private\framework\commands\uicommandlist.cpp:92]
UE4Editor_Slate!SToolBarButtonBlock::OnClicked() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\slate\private\framework\multibox\stoolbarbuttonblock.cpp:300]
UE4Editor_Slate!TMemberFunctionCaller<SToolBarButtonBlock,FReply (__cdecl SToolBarButtonBlock::*)(void) __ptr64>::operator()<>() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\core\public\delegates\delegateinstanceinterface.h:161]
UE4Editor_Slate!TTupleImpl<TIntegerSequence<unsigned int> >::ApplyAfter<TMemberFunctionCaller<SToolBarButtonBlock,FReply (__cdecl SToolBarButtonBlock::*)(void) __ptr64> >() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\core\public\delegates\tuple.h:116]
UE4Editor_Slate!TBaseSPMethodDelegateInstance<0,SToolBarButtonBlock,0,FReply __cdecl(void)>::Execute() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\core\public\delegates\delegateinstancesimpl.h:318]
UE4Editor_Slate!TBaseDelegate<FReply>::Execute() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\core\public\delegates\delegatesignatureimpl.inl:522]
UE4Editor_Slate!SButton::OnMouseButtonUp() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\slate\private\widgets\input\sbutton.cpp:275]
UE4Editor_Slate!<lambda_8d0e9a1da76abd0a756a3a9d775f5ed1>::operator()() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:5010]
UE4Editor_Slate!FEventRouter::Route<FReply,FEventRouter::FToLeafmostPolicy,FPointerEvent,<lambda_8d0e9a1da76abd0a756a3a9d775f5ed1> >() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:215]
UE4Editor_Slate!FSlateApplication::RoutePointerUpEvent() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:4999]
UE4Editor_Slate!FSlateApplication::ProcessMouseButtonUpEvent() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:5462]
UE4Editor_Slate!FSlateApplication::OnMouseUp() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:5439]
UE4Editor_Core!FWindowsApplication::ProcessDeferredMessage() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\core\private\windows\windowsapplication.cpp:1652]
UE4Editor_Core!FWindowsApplication::DeferMessage() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\core\private\windows\windowsapplication.cpp:2071]
UE4Editor_Core!FWindowsApplication::ProcessMessage() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\core\private\windows\windowsapplication.cpp:814]
UE4Editor_Core!FWindowsApplication::AppWndProc() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\core\private\windows\windowsapplication.cpp:678]
user32
user32
UE4Editor_Core!FWindowsPlatformMisc::PumpMessages() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\core\private\windows\windowsplatformmisc.cpp:951]
UE4Editor!FEngineLoop::Tick() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\launch\private\launchengineloop.cpp:2811]
UE4Editor!GuardedMain() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\launch\private\launch.cpp:152]
UE4Editor!GuardedMainWrapper() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:126]
UE4Editor!WinMain() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:202]
UE4Editor!__scrt_common_main_seh() [f:\dd\vctools\crt\vcstartup\src\startup\exe_common.inl:264]
kernel32
ntdll*

I can actually force a crash 100% of the time by compiling a current blueprint which is simply a macro that has 2 outputs connected to a ‘set visibility’ node.
Crash without fail if I attempt to connect both output nodes to that.

Hi TroJanVirus,

I’ve tried to reproduce the crash according to your description of your blueprint but it compiled without error. Please send a screenshot of how your macro the 2 outputs connected to the ‘set visibility’ node and I will try again.

Thanks,

.

Hi TroJanVirus,

Since we have not heard back from you in a while, we are marking this post “resolved” for tracking purposes. However, if you experiencing a crash in 4.14.1,please respond with the requested information and we will continue to investigate.

Thanks,

.

Hey wait!

I, too, am experiencing a hugely increased rate of crashing in 4.14.1 compared to 4.14. As the OP says, it’s mostly when editing Blueprints (and compiling them). Like, just then, I opened the editor fresh, opened a blueprint, changed one variable (a bool), recompiled, and crashed. I don’t think my log will tell you much more than the OP’s though. I thought it might have been something with my project, but spoken to some other people now on other projects and they’re seeing the same thing. It isn’t any one thing that always causes a crash; crashes are just happening very, very often in the course of editing Blueprints. Not an easy repro, but ya’ll need to be looking into it.

Also, can we please get the ability to roll back hotfixes or download un-hotfixed versions of the engine? Sometimes a hotfix is a hot mess, ahurr hurr.

It’s hard to explain because I can’t verify exactly what is causing the issues.
I’ll start writing it down each time something happens but to narrow things down when we have such large amounts of code is not exactly a simple task!

I guess what i’m saying is 4.14.1 “feels” unstable. The amount of times i’ve had crashes far exceeds the same quantity and quality of the coding I had in the last version.
There’s nothing that can be done I guess.

Right? I actually updated to 4.14.1 late - been working with it for like 5 days - and I’ve had like 15 crashes. I maybe had one on 4.14? It’s not our classes, so it’s impossible to provide a repro case, but it’s unstable.

For instances such as these, we rely on the cooperation of the community in order to pinpoint the cause of the issue…

If you report that you can reproduce a crash 100% by doing A and we fail to reproduce A from your description only and request a screenshot of A but do not get one, then there is nothing more we can do at this point for that specific crash. So if you would like to help resolve this crash, please post the requested screenshot.

That said, there is another hot fix release scheduled for shortly after the holidays that may address some of the crashes you are experiencing. However, without a proper repro, I cannot guarantee that the cause of this specific crash has been addressed.

Hey , We’re getting pretty regular crashes here too (seems like about a 25% chance of a crash on a recompile). I noticed a fix for pre-maxwell architecture machines but none of our machines here are on that hardware. Could you list the fixes coming into the next hotfix that you believe will fix stability? I’d love to be able to give them a shot ahead of time to see if they solve our stability problems. Once we can get a repro case we’ll send it your way.

Typically a comprehensive list of the all fixes is not compiled and shared, even within the company, until the day of the official release. If you could provide your machine ID (located at the top of the Crash Reporter window when a crash occurs) I can look up crashes occurring on your system and tell if they have been officially addressed.