Engine Crash Assertion failed

So I seem to get a crash everytime I spawn a class on top of another spawned class. Whats happening is I am spawning a bullet that moves forward in space. But when I approach the enemy and keep shooting (spawning) the bullets while overlapping the enemy class blueprint. I get a crash.

Here is the Dump.

**!Id:3d504ee19ce9677c3e516d28b2e25fb0

Unknown exception - code 00000001 (first/second chance not available)

Assertion failed: NewTimerData.TimerDelegate.IsBound() || NewTimerData.TimerHandle.IsValid().TimerDelegate.IsBound() || NewTimerData.TimerHandle.IsValid() [File:D:\BuildFarm\buildmachine_++depot+UE4-Releases+4.3\Engine\Source\Runtime\Engine\Private\TimerManager.cpp] [Line: 184]

KERNELBASE + 37901 bytes

UE4Editor_Core + 3009491 bytes

UE4Editor_Core + 1775834 bytes

UE4Editor_Core + 1703568 bytes

UE4Editor_Engine + 8781783 bytes

UE4Editor_Engine + 8782682 bytes

UE4Editor_Engine + 1669142 bytes

UE4Editor_Engine + 1122902 bytes

UE4Editor_CoreUObject + 1262075 bytes

UE4Editor_CoreUObject + 1319538 bytes

UE4Editor_CoreUObject + 1324507 bytes

UE4Editor_CoreUObject + 1263368 bytes

UE4Editor_CoreUObject + 1324507 bytes

UE4Editor_CoreUObject + 1322544 bytes

UE4Editor_Engine + 1613887 bytes

UE4Editor_Engine + 14766299 bytes

UE4Editor_Engine + 5802878 bytes

UE4Editor_Engine + 5796434 bytes

UE4Editor_Engine + 5849679 bytes

UE4Editor_Engine + 1494008 bytes

UE4Editor_Engine + 8555702 bytes

UE4Editor_Engine + 8626400 bytes

UE4Editor_Core + 446866 bytes

UE4Editor_Core + 447309 bytes

UE4Editor_Core + 520106 bytes

UE4Editor_Engine + 8981337 bytes

UE4Editor_Engine + 8857600 bytes

UE4Editor_Engine + 8900970 bytes

UE4Editor_Engine + 4918534 bytes

UE4Editor_Engine + 4938403 bytes

UE4Editor_UnrealEd + 1519654 bytes

UE4Editor_UnrealEd + 5564758 bytes

UE4Editor!FEngineLoop::Tick() + 3410 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.3\engine\source\runtime\launch\private\launchengineloop.cpp:2084]

UE4Editor!GuardedMain() + 476 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.3\engine\source\runtime\launch\private\launch.cpp:133]

UE4Editor!GuardedMainWrapper() + 26 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.3\engine\source\runtime\launch\private\windows\launchwindows.cpp:125]

UE4Editor!WinMain() + 249 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.3\engine\source\runtime\launch\private\windows\launchwindows.cpp:207]

UE4Editor!__tmainCRTStartup() + 329 bytes [f:\dd\vctools\crt\crtw32\dllstuff\crtexe.c:618]**

So, I am thinking there is something to do with spawning a new delta tick timer or something. If someone has an answer that would be great.

Thanks!

Hi dougbott,

Does this occur in a blank project with no additional content? Also can you post your logs in a . file so we can have a look at them? Thank you!

Hey . I loaded an empty project added my few assets. And was able to recreate the crash. I don’t know exactly how blank I could get to recreate. The logs that I got in the crash is above. I can still post them in a if you wish.

Thanks.
link text

Hi dougbott,

Does this occur with custom assets or with assets from the starter content? What are the steps you are taking before the crash occurs?

It is a mixture as we don’t have certain explosion emmiters and other art assets. I have attached The blueprint code snippet of the ship spawning a bullet class into space. And the other BP code is the enemy code that I found might be relevant.

If you would like more info I could send the scene over to you. But how I remake the crash is while holding the fire button ( which spawns bullets in the front of the ship ) I try to get the tip of the ship to collide, while firing, with the enemy. This will get the same crash everytime.

Hi dougbott,

If you feel comfortable with it I would be happy to have a look at the scene and see what may be occurring.

How do you want me to go about sending it to you?

If you would be willing to upload the . here I can grab it, or I can get it from a dropbox link if you prefer.

, I may be seeing a related crash: I noticed that in both cases there’s reference in the call stack to a directory on a “D:” drive, which isn’t a physical drive that exists on my machine and the engine trying to access it seems to be giving the error.

Assertion failed: IsValid() [File:D:\BuildFarm\buildmachine_++depot+UE4-Releases+4.3\Engine\Source\Runtime\Core\Public\Templates\SharedPointer.h] [Line: 658]

Hi ,

If you can, please upload your logs here so we can have a look. Thank you!

Hi ,

We have not heard from you in quite some time. I am marking this question as answered for tracking purposes. If you are still experiencing this, please respond with the information requested. Thank you!

Yo, I’m getting this, what does this mean?

Mo -

HI Moynzy,

This question is from 2014. Since then the editor has gone through numerous revisions and code changes. If you are experiencing this or a similar error, it would be best to open a new answerhub post detailing what you are seeing along with what steps can be taken to reproduce it as well as what engine version you are currently working in.

im having same problem ue4 4.14

link text

I’m using 4.14 and successfully build a client and dedicated serve .exe …the client file works but when i run the dedicated server i get that error . Im trying to start a dedicated server. i packaged a development client and development server.

Hey skeeta92-

Can you provide any details about what you were doing or working on when the crash occurred? Looking at the log files, it appears you were attempting to access something that was not valid at the time of access which caused the crash. Any information you can provide will be helpful in determining the cause of the crash.

Please check out this documentation page on setting up / running dedicated servers: A new, community-hosted Unreal Engine Wiki - Announcements - Epic Developer Community Forums

If you are still getting a crash running your dedicated server after following the steps provided in the documentation, please create a new post with as much information about your issue as possible. If you are crashing when trying to run your dedicated server file then it is not likely to be the same issue as the engine crash that was originally reported and having a new post will allow us to investigate the issue appropriately.

alright thanks i created a new post