One BSP brush crashing whole map

Hi,

I’m having a serious issue with BSP geomtrey.

I have lost a map on sunday which crashes upon opening and now i seem to have caught the problem in the hand.

I have a map built with BSP. (it’s basically an office) I built the walls and corridoor as one actor by extruding etc.

Now here’s the problem. I can click play and jump in my map no problem.

If i click build geom then jump in my map, i get a crash.

If i delete this one bsp actor, and click play, i get a crash.

If i delete a different bsp actor and click play i don’t get a crash. So it seems to be linked to one BSP actor.

This is the crash message:


!Id:433590a97959a695d0b7f1270e1d66ed

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

Assertion failed: TheModel->Nodes.IsValidIndex( NodeIdx ) [File:D:\BuildFarm\buildmachine_++depot+UE4-Releases+4.3\Engine\Source\Runtime\Engine\Private\ModelRender.cpp] [Line: 99]
Invalid Node Index, Idx:400, Num:39

KERNELBASE + 37901 bytes
UE4Editor_Core + 3009491 bytes
UE4Editor_Core + 1775834 bytes
UE4Editor_Core + 1703568 bytes
UE4Editor_Engine + 5121699 bytes
UE4Editor_Engine + 5259266 bytes
UE4Editor_CoreUObject + 1002234 bytes
UE4Editor_CoreUObject + 1568396 bytes
UE4Editor_CoreUObject + 1565447 bytes
UE4Editor_UnrealEd + 3493138 bytes
UE4Editor_UnrealEd + 3497420 bytes
UE4Editor_UnrealEd + 3630005 bytes
UE4Editor_UnrealEd + 3694825 bytes
UE4Editor_UnrealEd + 1517752 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]

Have i lost this map forever aswell? Should i not bother extruding BSP’s from now on?

I’m losing hair over this :frowning:

Cheers, Dev.

Hi ,

If you are comfortable with it, I’d be more than happy to look at the specific map to see what might be occurring. Additionally, can you post your logs so we can have a look? Also what version of the editor are you on?

I’m on version 4.3.

For some reason i don’t even have a folder under:

c:\Program Files\Unreal Engine\4.3\Engine\Programs\CrashReportClient\

Has the location changed in 4.3 at all?

Because its the geomtrey which is causing the issue obviously i don’t need to upload any of the assets right? Just the .umap? Should i do it on here or do you have a private email?

Cheers, .

Hi ,

If you feel comfortable with it you can post them here and I’ll pick them up. I only need the map in question, no assets should be necessary for this test. Also the logs I need should be located in the folder \Unreal Projects\PROJECTNAME\saved\logs. If the map does not crash on its own we can proceed from there to figure out what is going on.

Thanks , for some reason answer hub won’t let me upload the log file and it won’t let me upload the map because its over 524kb so i’ve got these dropbox links for you: https://dl.dropboxusercontent.com/u/58332336/AndrewRayOffice.umap dl.dropboxusercontent.com/u/58332336/TheProject-backup-2014.08.05-22.11.54.log

Can you confirm you downloaded the map and log? Thanks

Hi ,

Yes I downloaded both and have been attempting to see what is going on. I found that if I delete everything except the bsp brushes it does not crash, but if I only delete bsp brushes or certain actors it does. I’m trying to pinpoint what exactly is causing this crash.

Thanks , it’s strange. I believe it’s only on the bsp brushes that have extrusions on them. It also does it when you Build Geomtrey then jump in the game. I lost the first version of the map on the weekend and i had no idea why, but now we have narrowed it down to the bsp brushes. Looking forward to see what you find!

Hi ,

Ok I found it. When you do a full build a message should appear for errors. Specifically that you have an instancedfoliageactor_0 with a value of Null (This could be just on my end as I do not have your specific assets). Either way, this is the cause of your crash. It does not show up in the scene outliner on my end, but if in the message log you click “instancedFoliageActor_0” and then press delete you should be able to get rid of it and then build and play. Please let me know if this works on your end.

Wow! It does…all that instanced foliage actor is, is speedtree! I was using some grass from the speedtree store and just the hero tree from the free sample pack! it says “1 elements with zero triangles in static mesh”. So any ideas to that? Strange that deleting the bsp brush would cause the crash when its speedtree

the element with 0 triangles in static mesh means that one portion of the static mesh has no geometry, which is a known issue that will cause crashes in the editor.

So i can’t use speedtree in my project? They are just the vanilla srt files, i haven’t opened them in the modeler or anything.

By the way, thank you so much for the help! 10 out of 10!

:slight_smile: I’m always happy to assist! It may be just that one asset. Which asset was it that is causing the problem? We might be able to take a look and see what is occurring on that front.

Hi ,

It turns out that it probably is the tree. There is a known issue with some of the foliage from speedtree that is causing crashes and is currently under assessment.

It’s the Broadleaf desktop, also the “hero rough grass” which i got from the store.

But the broadleaf desktop is just the regular speedtree “tree”.

Let me know what you find!

Cheers !

Yeah, okay well thanks for the help. I hope to hear of a fix soon. Maybe let the speedtree guys know! Atleast i don’t have to worry about losing my map again now!

Absolutely, we want to make sure users have the best experience possible!

I’d like to say that I’m getting exactly this error. I’ve built some object with BSP, and am replacing them with a static mesh version, except that deleting any one of them and hitting play causes the editor to crash (and, if saved, crash when re-opened). Unfortunately, though, I’m not using speedtree, and am not getting the error mentioned here.

I am, however, after disabling the visibility of the BSP objects in the editor, getting a bunch of warnings along these lines: LogPhysics:Warning: FDerivedDataPhysXCooker::BuildTriMesh: Triangle data from '/Game/Maps/Example_Map.Example_Map:PersistentLevel.ModelComponent_9' invalid (3654 verts, 0 indices).

This occurred after another editor crash when hitting play (which seem to happen randomly and for no readily apparent reason). Before that, I could delete these BSPs no problem, and now I can’t.

Even after reverting to a previous version of the project, I still can’t delete them. I can sometimes delete a few if I do so in a very specific order, but not all of them.

It’s not just deleting them, either. Moving them, changing their properties, etc. These all cause the game to crash.

Hi ,

This error ended up being tied to speedtree foliage. If you are having a bsp related crash please create a new answerhub post in the bug reports section. Make sure to include your crash logs, callstack, and your dxdiag along with detailed reproduction steps. Thank you!