UE4.15.1 Crashes when I create a new C++ class

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This specific bug has recently been noticed but I have no idea when it started. I’ll try to make a new C++ file via the editor, and it will immediately start a recompile. It’ll get stuck at about 86% as it compiles, and then it crashes with the following [log linked here][2].

"Assertion failed: IsValid() [File:D:\Build\++UE4+Release-4.15+Compile\Sync\Engine\Source\Runtime\Core\Public\Templates/SharedPointer.h][Line: 826]"

The file still gets created but I have to compile it in VS to actually use it. It makes creating a set of new C++ files an absolute pain and really slows everything down.

Not sure what this means or what in my project could be causing this to fail. If I could get a pointer as to what I should be fixing it’d be much appreciated. Don’t have a lot of time to be debugging engine issues.

Could this be an issue in some constructor? Like the game compiles and reconstructs everything, but the world is invalid or something? Is there a way to tell what reference is invalid?

Hey -

Your callstack matches a known issue that you can follow in the public tracker here: Unreal Engine Issues and Bug Tracker (UE-35710) . Looking at the callstack, it appears to be related to the use of hierarchical instanced static meshes. Since the last call before the crash is to serialize the HISMs, it seems like something in their construction/setup is causing the problem. If you are using HISM somewhere in your project (either in code or editor), I would suggest removing them temporarily to see if the crash continues to occur.

Cheers

Alright. We’ll test to see if we’re suffering from that issue. Assuming this is the bug, what exactly does “Backlogged” mean for you guys? It’s not “Won’t Fix” but it’s not currently being worked on?

That is essentially correct. Backlogged is used to indicate that currently our resources are dedicated elsewhere and we don’t have a timeframe for when the issue may be addressed.