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UE4 randomly crashing a lot - Losing a lot of stuff - Return some data loss and error

Hey guys I looked at the forum but did not found the answer.

I'm using 4.16.3 UE4 and having a lot of bugs all day long. Sometimes I can get data back but sometimes it corrupt my project, and for exemple destroy my HUD images (all blank) and have to re make everthing, wich someone means hours of work lost.

So I don't know, I have the 4.17.1 but I prefer the 4.16.3 for using market assets. But I think thats not relient to my problems, right ?

My last bug was 5 min ago, i was in a personnage Blend Space, looking animation (click on them and watch) then doing the Blend Space then suddlenly everything shut (no freeze etc, just a simple instant shut of UE4 and when press Send and Open 1) ive lost some works because i dont save every 2 minutes, and I've got some corrupt things.

I use only Fuse CC, Mixamo and UE4 (my characters and animations for the Blend Space are from Mixamo)

So I dont know, but it's sooooo boring. I know you have a lot of stuff, and I dont disclaim UE4 at all but if we can find a way to fix those constants bugs, it may be cool (not only for me)

Some logs :


[CrashReportClient] bHideLogFilesOption=false bIsAllowedToCloseWithoutSending=true CrashConfigPurgeDays=2


Log file open, 08/17/17 19:08:05 LogInit:Display: Running engine for game: TestAnimations LogPlatformFile: Not using cached read wrapper LogInit:Display: RandInit(-731787470) SRandInit(-731787470). LogTaskGraph: Started task graph with 5 named threads and 7 total threads with 1 sets of task threads. LogStats: Stats thread started at 0.098826 LogInit: Using libcurl 7.47.1 LogInit: - built for x86_64-pc-win32 LogInit: - supports SSL with OpenSSL/1.0.2g LogInit: - supports HTTP deflate (compression) using libz 1.2.8 LogInit: - other features: LogInit: CURL_VERSION_SSL LogInit: CURL_VERSION_LIBZ LogInit: CURL_VERSION_IPV6 LogInit: CURL_VERSION_ASYNCHDNS LogInit: CURL_VERSION_LARGEFILE LogInit: CURL_VERSION_IDN LogInit: CurlRequestOptions (configurable via config and command line): LogInit: - bVerifyPeer = false - Libcurl will NOT verify peer certificate LogInit: - bUseHttpProxy = false - Libcurl will NOT use HTTP proxy LogInit: - bDontReuseConnections = false - Libcurl will reuse connections LogInit: - CertBundlePath = nullptr - Libcurl will use whatever was configured at build time. LogInit: Build: ++UE4+Release-4.16-CL-3561208 LogInit: Engine Version: 4.16.3-3561208+++UE4+Release-4.16 LogInit: Compatible Engine Version: 4.16.0-3452394+++UE4+Release-4.16 LogInit: Net CL: 3452394 LogDevObjectVersion: Number of dev versions registered: 16 LogDevObjectVersion: Dev-Blueprints (B0D832E4-1F89-4F0D-ACCF-7EB736FD4AA2): 9 LogDevObjectVersion: Dev-Build (E1C64328-A22C-4D53-A36C-8E866417BD8C): 0 LogDevObjectVersion: Dev-Core (375EC13C-06E4-48FB-B500-84F0262A717E): 2 LogDevObjectVersion: Dev-Editor (E4B068ED-F494-42E9-A231-DA0B2E46BB41): 17 LogDevObjectVersion: Dev-Framework (CFFC743F-43B0-4480-9391-14DF171D2073): 23 LogDevObjectVersion: Dev-Mobile (B02B49B5-BB20-44E9-A304-32B752E40360): 0 LogDevObjectVersion: Dev-Networking (A4E4105C-59A1-49B5-A7C5-40C4547EDFEE): 0 LogDevObjectVersion: Dev-Online (39C831C9-5AE6-47DC-9A44-9C173E1C8E7C): 0 LogDevObjectVersion: Dev-Physics (78F01B33-EBEA-4F98-B9B4-84EACCB95AA2): 0 LogDevObjectVersion: Dev-Platform (6631380F-2D4D-43E0-8009-CF276956A95A): 0 LogDevObjectVersion: Dev-Rendering (12F88B9F-8875-4AFC-A67C-D90C383ABD29): 15 LogDevObjectVersion: Dev-Sequencer (7B5AE74C-D270-4C10-A958-57980B212A5A): 4 LogDevObjectVersion: Dev-VR (D7296918-1DD6-4BDD-9DE2-64A83CC13884): 0 LogDevObjectVersion: Dev-LoadTimes (C2A15278-BFE7-4AFE-6C17-90FF531DF755): 1 LogDevObjectVersion: Private-Geometry (6EACA3D4-40EC-4CC1-B786-8BED09428FC5): 1 LogDevObjectVersion: Dev-AnimPhys (29E575DD-E0A3-4627-9D10-D276232CDCEA): 3 LogInit: Compiled (64-bit): Jul 28 2017 11:49:47 LogInit: Compiled with Visual C++: 19.00.24215.01 LogInit: Build Configuration: Development LogInit: Branch Name: ++UE4+Release-4.16 LogInit: Command line: -EpicPortal LogInit: Base directory: C:/Program Files/Epic Games/UE_4.16/Engine/Binaries/Win64/ LogInit: Installed Engine Build: 1 LogInit: Presizing for max 8388607 objects, including 0 objects not considered by GC, pre-allocating 0 bytes for permanent pool. LogInit: Object subsystem initialized

Please, help me to fix this T_T

(I dont think my computer is the problem, he's not that old and not that bad) AMD FX(tm)-6300 Six-Core Processor (3.50 GHz) 8.00 GO Ram Windows 7 professional version 64 bits

Product Version: UE 4.16
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asked Aug 17 '17 at 05:32 PM in Using UE4

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