[4.11] Assertion failed: IsValid() - Crash on opening blueprints

Hello,

We have been getting struck with this crash while trying to open many blueprints.We thought it was because of one corrupt Custom Player Controller BP (similar to https://answers.unrealengine.com/questions/432769/crash-on-compile-blueprint.html). The engine used to crash as soon as we tried to compile this BP. Not anymore.

However, now we now face another issue, which has spread to other blueprints. This crash occurs as soon as we try to open these particular BPs (BT services and tasks as well as a custom game instance blueprint). Worst of it all, we cannot open the level blueprint in any of the maps in this particular project without crashing.

It is same in all cases:

Assertion failed: IsValid() [File:D:\BuildFarm\buildmachine_++UE4+Release-4.11\Engine\Source\Runtime\Core\Public\Templates\SharedPointer.h] [Line: 739] 



UE4Editor_Core!FDebug::AssertFailed() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\core\private\misc\outputdevice.cpp:430]
UE4Editor_Kismet!FSCSViewportSummoner::SpawnTab() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\editor\kismet\private\blueprinteditortabfactories.cpp:309]
UE4Editor_Kismet!FWorkflowCentricApplication::CreatePanelTab() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\editor\kismet\private\workflowcentricapplication.cpp:83]
UE4Editor_Kismet!TMemberFunctionCaller<FWorkflowCentricApplication,TSharedRef<SDockTab,0> (__cdecl FWorkflowCentricApplication::*)(FSpawnTabArgs const & __ptr64,TSharedPtr<FWorkflowTabFactory,0>) __ptr64>::operator()<FSpawnTabArgs const & __ptr64,TSharedPtr<() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\core\public\delegates\delegateinstanceinterface_variadics.h:161]
UE4Editor_Kismet!TTupleImpl<TIntegerSequence<unsigned int,0>,TSharedPtr<FWorkflowTabFactory,0> >::ApplyAfter_ExplicitReturnType<TSharedRef<SDockTab,0>,TMemberFunctionCaller<FWorkflowCentricApplication,TSharedRef<SDockTab,0> (__cdecl FWorkflowCentricApplicati() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\core\public\delegates\tuple.h:93]
UE4Editor_Kismet!TBaseRawMethodDelegateInstance<0,FWorkflowCentricApplication,TSharedRef<SDockTab,0> __cdecl(FSpawnTabArgs const & __ptr64),TSharedPtr<FWorkflowTabFactory,0> >::Execute() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\core\public\delegates\delegateinstancesimpl_variadics.inl:550]
UE4Editor_Slate!TBaseDelegate<TSharedRef<SDockTab,0>,FSpawnTabArgs const & __ptr64>::Execute() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\core\public\delegates\delegatesignatureimpl_variadics.inl:521]
UE4Editor_Slate!FTabManager::SpawnTab() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\slate\private\framework\docking\tabmanager.cpp:1214]
UE4Editor_Slate!FTabManager::RestoreArea_Helper() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\slate\private\framework\docking\tabmanager.cpp:1073]
UE4Editor_Slate!FTabManager::RestoreSplitterContent() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\slate\private\framework\docking\tabmanager.cpp:1188]
UE4Editor_Slate!FTabManager::RestoreArea_Helper() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\slate\private\framework\docking\tabmanager.cpp:1166]
UE4Editor_Slate!FTabManager::RestoreSplitterContent() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\slate\private\framework\docking\tabmanager.cpp:1188]
UE4Editor_Slate!FTabManager::RestoreArea_Helper() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\slate\private\framework\docking\tabmanager.cpp:1166]
UE4Editor_Slate!FTabManager::RestoreSplitterContent() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\slate\private\framework\docking\tabmanager.cpp:1188]
UE4Editor_Slate!FTabManager::RestoreArea_Helper() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\slate\private\framework\docking\tabmanager.cpp:1166]
UE4Editor_Slate!FTabManager::RestoreSplitterContent() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\slate\private\framework\docking\tabmanager.cpp:1188]
UE4Editor_Slate!FTabManager::RestoreArea_Helper() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\slate\private\framework\docking\tabmanager.cpp:1157]
UE4Editor_Slate!FTabManager::RestoreArea() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\slate\private\framework\docking\tabmanager.cpp:1049]
UE4Editor_Slate!FTabManager::RestoreFrom() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\slate\private\framework\docking\tabmanager.cpp:658]
UE4Editor_UnrealEd!SStandaloneAssetEditorToolkitHost::RestoreFromLayout() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\editor\unrealed\private\toolkits\sstandaloneasseteditortoolkithost.cpp:124]
UE4Editor_UnrealEd!FAssetEditorToolkit::RestoreFromLayout() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\editor\unrealed\private\toolkits\asseteditortoolkit.cpp:904]
UE4Editor_Kismet!FWorkflowCentricApplication::SetCurrentMode() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\editor\kismet\private\workflowcentricapplication.cpp:70]
UE4Editor_Kismet!FBlueprintEditor::SetCurrentMode() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\editor\kismet\private\blueprinteditor.cpp:1611]
UE4Editor_Kismet!FBlueprintEditor::RegisterApplicationModes() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\editor\kismet\private\blueprinteditor.cpp:1832]
UE4Editor_Kismet!FBlueprintEditor::InitBlueprintEditor() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\editor\kismet\private\blueprinteditor.cpp:1666]
UE4Editor_Kismet!FBlueprintEditorModule::CreateBlueprintEditor() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\editor\kismet\private\blueprinteditormodule.cpp:255]
UE4Editor_AssetTools!FAssetTypeActions_Blueprint::OpenAssetEditor() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\developer\assettools\private\assettypeactions\assettypeactions_blueprint.cpp:77]
UE4Editor_UnrealEd!FAssetEditorManager::OpenEditorForAsset() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\editor\unrealed\private\toolkits\asseteditormanager.cpp:338]
UE4Editor_LevelEditor!FLevelEditorActionCallbacks::OpenLevelBlueprint() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\editor\leveleditor\private\leveleditoractions.cpp:2087]
UE4Editor_LevelEditor!TBaseStaticDelegateInstance<void __cdecl(void),TWeakPtr<SLevelEditor,0> >::ExecuteIfSafe() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\core\public\delegates\delegateinstancesimpl_variadics.inl:1021]
UE4Editor_Slate!FUICommandList::ExecuteAction() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\slate\private\framework\commands\uicommandlist.cpp:87]
UE4Editor_Slate!SMenuEntryBlock::OnClicked() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\slate\private\framework\multibox\smenuentryblock.cpp:1027]
UE4Editor_Slate!SMenuEntryBlock::OnMenuItemButtonClicked() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\slate\private\framework\multibox\smenuentryblock.cpp:987]
UE4Editor_Slate!TMemberFunctionCaller<SMenuEntryBlock,FReply (__cdecl SMenuEntryBlock::*)(void) __ptr64>::operator()<>() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\core\public\delegates\delegateinstanceinterface_variadics.h:161]
UE4Editor_Slate!TTupleImpl<TIntegerSequence<unsigned int> >::ApplyAfter_ExplicitReturnType<FReply,TMemberFunctionCaller<SMenuEntryBlock,FReply (__cdecl SMenuEntryBlock::*)(void) __ptr64> >() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\core\public\delegates\tuple.h:128]
UE4Editor_Slate!TBaseSPMethodDelegateInstance<0,SMenuEntryBlock,0,FReply __cdecl(void)>::Execute() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\core\public\delegates\delegateinstancesimpl_variadics.inl:321]
UE4Editor_Slate!TBaseDelegate<FReply>::Execute() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\core\public\delegates\delegatesignatureimpl_variadics.inl:521]
UE4Editor_Slate!SButton::OnMouseButtonUp() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\slate\private\widgets\input\sbutton.cpp:273]
UE4Editor_Slate!SMenuEntryButton::OnMouseButtonUp() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\slate\private\framework\multibox\smenuentryblock.cpp:385]
UE4Editor_Slate!<lambda_9ed539f2a96fd1ccd6d2214174cc7705>::operator()() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:4540]
UE4Editor_Slate!FEventRouter::Route<FReply,FEventRouter::FToLeafmostPolicy,FPointerEvent,<lambda_9ed539f2a96fd1ccd6d2214174cc7705> >() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:214]
UE4Editor_Slate!FSlateApplication::RoutePointerUpEvent() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:4530]
UE4Editor_Slate!FSlateApplication::ProcessMouseButtonUpEvent() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:4947]
UE4Editor_Slate!FSlateApplication::OnMouseUp() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:4923]
UE4Editor_Core!FWindowsApplication::ProcessDeferredMessage() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\core\private\windows\windowsapplication.cpp:1415]
UE4Editor_Core!FWindowsApplication::DeferMessage() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\core\private\windows\windowsapplication.cpp:1732]
UE4Editor_Core!FWindowsApplication::ProcessMessage() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\core\private\windows\windowsapplication.cpp:697]
UE4Editor_Core!FWindowsApplication::AppWndProc() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\core\private\windows\windowsapplication.cpp:619]
user32
user32
UE4Editor_Core!FWindowsPlatformMisc::PumpMessages() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\core\private\windows\windowsplatformmisc.cpp:884]
UE4Editor!FEngineLoop::Tick() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\launch\private\launchengineloop.cpp:2611]
UE4Editor!GuardedMain() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\launch\private\launch.cpp:142]
UE4Editor!GuardedMainWrapper() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\launch\private\windows\launchwindows.cpp:126]
UE4Editor!WinMain() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\launch\private\windows\launchwindows.cpp:200]
UE4Editor!__scrt_common_main_seh() [f:\dd\vctools\crt\vcstartup\src\startup\exe_common.inl:264]
kernel32
ntdll

What we have tried:

1] Reinstalling 4.11.2

2] We removed redundant rendertarget2d references in some widgets as well as duplicate create widget and update widget nodes in some tick functions.

3] We replaced the custom player controller with another BP by deleting the old, updating references and fixing up the redirectors. It no longer causes any crash on compiling.

4] Updating to 4.15 - This works and we have not encountered a crash on any of the blueprints that I know of, yet. But we can not proceed further with this version because of UE-41048 which is going to be fixed in 4.16. It will halt all our progress completely.

5] Searching for this particular issue on issues.unrealengine.com, but there are too many to sift through.

6] Checked if it occurs in any other project - does not occur in any other project.

If this has been solved, we are willing to add the fix to the 4.11.2 solution and rebuild the engine. It’s vital that we stick with 4.11.2 to avoid further problems and cause incompatibilities with some plugins. If someone is kind enough to get us out of this sticky, we’d be much obliged.

Hey Markus Maximus,

Unfortunately, this isn’t a crash that exists in our database as far as I can tell. Issues such as this unfortunately are very hard to diagnose and reproduce, as it’s often due to a specific setup that you have in a blueprint or blueprints that end up causing this.

I’m sorry to hear that you’re blocked by UE-41048, however since the crash is resolved in a later version it could have been fixed in the process of resolving another bug, so I won’t be able to provide a specific fix CL. Would it be possible for you to try updating to 4.13 or 4.14 where the vehicle animation is still functioning and use that for the meantime?

Sadly, other than this I’m not sure there’s any further action we can take.

Let me know if you have any further questions.

Have a great day

Hi Sean,

Thanks for trying to help! I am opening the project in 4.13.2 and the progress is at 94%, waiting for ShaderCompileWorker.exe to finish relevant tasks. I’ll update this question once I test it out on my own machine.

Failing that, I am going to try and download the 4.11.2 source and debug through that. If I find anything there, I’ll report it here.

Can you hold off marking this as resolved until I post back this week?

Hello Sean,

I have tried to open a copy of this project in 4.13.2, but it it has been 7+ hours and the loading process is still stuck at 94%. No other programs are interfering with the process. Should I continue to observe?

The other option is to debug this crash in 4.11.2 source, but that might halt everything else that others are working on.

A better way can be to use 4.15, but we can not go back to 4.11.2 without manually recreating all the blueprints done in 4.15 from here on and ditch some plugins. In that case, if there is any way we can contribute to resolve UE-41048, we can gladly help test out. Even if it is an internal fix, we can clone the 4.15 repository, incorporate this fix and rebuild the engine locally. Hopefully we can stabilise our production in 4.15 for this phase.

Please advise.

Thank you for the information. I’m sorry to hear your project is stuck on 4.13.2 as well.

Unfortunately, with you being blocked in 4.15, the only thing I can recommend is trying to upgrade to 4.14 just to see if that makes a difference and your project doesn’t freeze on load. Since the issue itself has been resolved somewhere along the line and isn’t documented in a particular ticket, I can’t offer a fix changelist. Be sure to keep an eye on UE-41048 and as soon as it’s fixed and that build is available post a comment on this thread and I’ll be able to provide you with a fix changelist.

Will do, Sean. Thanks for the effort!

The fix will be available in 4.16 when it is released. Unfortunately, the fix was made in a non-public branch and the commit is not currently available for merge. Keep an eye on the ticket though, and it may become available once it has been merged into one of our public branches and if you are using a source build you can merge that fix into your engine.

Otherwise, the only option would be to wait until 4.16 is released.

Have a great day

Hi Sean, UE-41048 has been marked as fixed. Can you confirm if a build is available, please?

When the fix is available, you’ll notice a link on the issues site that you can click to take you right to the necessary fix commit.

There’s no need to make a special request, but there’s also no set timeline for when the fixes will be available in the master branch. I’d recommend keeping an eye on the issues site every now and then to see when the commit becomes available.

That would be the master branch, right? I’ll switch our use to a source version right away and be prepared for the merge.

Do I have to make a separate, formal request to have the fix merged in the master / release branch before 4.16 hits?

Tested in the latest Master branch. Project opened successfully sans third party plugins. Now testing for any blueprint related crashes, especially in custom player controller.

So far, the vehicle anim instance issue can be confirmed to be fixed and working. :thumbsup: My sincere thanks to you, Jon and anyone else working on that issue.

I will update this if we find out anything that breaks and is repeatable.