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Texture Data un-Serialize crash while OpenLevel

Reporting a crash since UE 4.15.0/1 (a check fail critical error):

If you try to load a UTexture's data (eg UpdateResource() or PlatformData .. Mip .. Lock/GetCopy) inside a PostLoad of anything during an OpenLevel.

Attached, a small UE4 repro project, and here are the reproduction steps:

  • Open in UE4Editor 4.15.0/1

  • in ProjectLauncher, Launch: Windows, Default (WindowsNoEditor), DebugGame (or any), By The Book

  • When opened, press [TAB]: level blueprint will OpenLevel "MapCrash".

  • "MapCrash"'s AMyActor::PostLoad code will load a UTexture's data, and crash during the de-Serialize of the pixels.

here is the crash:

 LogWindows:Error: begin: stack for UATLogWindows:Error: === Critical error: ===
 LogWindows:Error: === Critical error: ===LogWindows:Error:
 LogWindows:Error: LogWindows:Error: Assertion failed: CurrentPos + Count <= TotalSizeOrMaxInt64IfNotReady() [File:D:\Build\++UE4+Release-4.15+Compile\Sync\Engine\Source\Runtime\CoreUObject\Private\Serialization\AsyncLoading.cpp] [Line: 7351]
 LogWindows:Error: Assertion failed: CurrentPos + Count <= TotalSizeOrMaxInt64IfNotReady() [File:D:\Build\++UE4+Release-4.15+Compile\Sync\Engine\Source\Runtime\CoreUObject\Private\Serialization\AsyncLoading.cpp] [Line: 7351] LogWindows:Error: Seeked past end of file ../../../LoadTextureCrash/Content/T_Texture.uexp (4979 / 1346)

More info inside the project AMyActor source code.

Did not crash on 4.14.3.

Do not crash if called during the load of the first Level (I could only repro with a Blueprint OpenLevel).

Also crashes on PS4, XboxOne, but does not seem to crash on Linux (!?).

Does not crash in UE4Editor.

My guess, is some async Texture Streaming/Loading not perfectly thread safe.

Update 4.15.2 (9 May 2017):

Since 4.15.2, by default (as in default project settings) it does not crash anymore, because the Event Driven Loader seems to have been disabled by default:

On 4.15.1, default project settings, it logs (and crashes later):

 LogStreaming:Display: Async Loading initialized: New Async IO: true, Event Driven Loader: true, Async Loading Thread: false

On 4.15.2, default project settings, it logs (and does NOT crash later):

 LogStreaming:Display: Async Loading initialized: New Async IO: false, Event Driven Loader: false, Async Loading Thread: false

On 4.15.2, enable Project Settings > Streaming > Event Driven Loader Enabled, it logs (and crashes again later):

 LogStreaming:Display: Async Loading initialized: New Async IO: true, Event Driven Loader: true, Async Loading Thread: false


(Edit: moved to Bug Report section. Edit: still crashes with 4.15.1. Edit May 9: added "Update 4.15.2")

Update 4.17.0 (18 August 2017):

TL;DR: Fixed.

Could not repro the crash on 4.17, and Event-Driven Loader fixes in 4.17 changelog could be related to this bug, I'll consider it fixed, Thanks !

Product Version: UE 4.15
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asked Mar 17 '17 at 03:26 PM in Bug Reports

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Jo_PkFX
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Hey Jo_PkFX,

Thank you for submitting this post. I have reproduced this issue and logged a report for it here: https://issues.unrealengine.com/issue/UE-43208

You can track the report's status as the issue is reviewed by our development staff. Please be aware that this issue may not be prioritized or fixed soon.

Cheers,

Ed Burgess

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answered Mar 22 '17 at 06:44 PM

avatar image Jo_PkFX Mar 22 '17 at 07:01 PM

Thanks Ed. I could not even find a condition to check to prevent the crash, I had to completely disable the feature, even if it would not have crashed in some cases. I'll welcome any "workaround" ideas.

avatar image Ed Burgess ♦♦ STAFF Mar 22 '17 at 07:28 PM

I currently am unaware of a valid workaround. If I see an engineer update that ticket with additional info I will be sure to post it as a public comment so you can see it on our public tracker.

avatar image Jo_PkFX Aug 18 '17 at 09:57 AM

Hey, it seems to have been fixed in UE 4.17, Thanks !

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