Constant Crashes on Startup coming from Savegame Reference.

I’ve had a lot of issues lately with using SaveGame references in my project. I am containing a bunch of mapped structs (using Strings as keys and structs as values) to save the game’s characters, inventory, etc. However lately I have found these savegame references have been causing my project to crash on startup at around 92%.

I’ve narrowed it down to those files specifically, by using our version control (perforce). This has only started happening in the last week or so, and I am at a loss as to what is causing it now. I’ve attached a log.link text

Hi Ascent_Zieg,

Sorry for the delay.

From the log, it does indeed look like the Savegame asset has become corrupted. I’m unsure of how/if there is a way to fix that. You mentioned that you are using version control. Can you go back to a previous version before the corruption happened?

I have another couple questions:

Are you using Event Dispatchers when saving your game?

Have you recently renamed anything you are trying to save? Maybe there is a redirector/reference messing something up.

,Yes it seems to come from renaming/moving things that were referencing it, but it has also been happening when I do not modify the savegame at all. I ended up removing the file (previous versions were a long way back) and integrating its contents into another savegame reference, which I am submitting to version control often in case of this happening again.

I am using Events but not Event dispatchers, and the savegame itself does not contain any logic. It’s just used as a container. Hope this helps.

Have you tried fixing up redirectors in all of the folders where things have been moved/renamed? Just right-click on the folder and choose ‘Fix Up Redirectors in Folder’.

Let me know if that helps.

It’s always best practice to plan out file structures and naming conventions to minimize moving and renaming.

I always fix up redirectors when moving/renaming, I got into that habit pretty early on with the issues revolving around that alone. The issue is that prior to the corruption, there were no problems, no redirectors requiring fixing, and after the corruption the project can’t be opened to fix. I still have yet to narrow down the cause of the corruption, but it’s happened a few times so far. If I could read code I might be able to track down the cause in the crash log, but alas I cannot.

We are doing our best to settle on proper naming conventions and file structures but as always in prepro, these things are iterated on relatively often.

Thanks TJ! Thankfully I haven’t had any crashes lately (likely because I am staying away from the savegames and leaving them alone for the time being), but I never considered disconnecting from P4 when sorting this out. I have been recently adding isValid checks in my blueprints, I never knew about them until about a month ago and they are fantastic for debugging.

Thanks for digging into this!

Digging though the logs a bit more, here is some things to look into.

Some errors about a missing Function Library. Have you renamed/moved/deleted any function libraries?

I see quite a few Accessed None errors. Usually this means that IsValid checks need to be added somewhere. It’s generally easy to tell where with debugging.

Looks like it’s searching for some Perforce permissions. Maybe disconnect from P4 completely until it’s sorted out?