Crash - Editor Crashes When I Open a Generated Sprite Asset

Question:

  • why is the editor crashing when I open a sprite asset?

Facts:

  • I am running on Manjaro (All packages are up to date)
  • I am using QT Creator (Configuring according to Epic’s Documentation)
  • My Project was created as a C++ Basic code template with no starter content (I am following the Epic Tanks vs Zombies Tutorial)
  • I can open texture assets fine.
  • I Included my sprite sheet asset (Edited version of assets from here: [Kenney Assets][1] )
  • I edited the Project.Build.cs to include Paper2D Module (I am aware that QT Creator doesnt support C#, so I compiled in the Unreal editor as well)
  • See Attached: Logs

Call Stack:

  • ibnvidia-glcore.so.415.25!UnknownFunction(0x11c8a56)
    libUE4Editor-VulkanRHI.so!FVulkanCommandListContext::RHIDrawPrimitive(unsigned int, unsigned int, unsigned int, unsigned int) [/home/brian/development/ue4/UnrealEngine/Engine/Source/Runtime/VulkanRHI/Private/VulkanCommands.cpp:779]
    libUE4Editor-RHI.so!FRHICommandListExecutor::ExecuteInner_DoExecute(FRHICommandListBase&) [/home/brian/development/ue4/UnrealEngine/Engine/Source/Runtime/RHI/Private/RHICommandList.cpp:330]
    libUE4Editor-RHI.so!FExecuteRHIThreadTask::DoTask(ENamedThreads::Type, TRefCountPtr const&) [/home/brian/development/ue4/UnrealEngine/Engine/Source/Runtime/RHI/Private/RHICommandList.cpp:383]
    libUE4Editor-RHI.so!TGraphTask::ExecuteTask(TArray&, ENamedThreads::Type) [/home/brian/development/ue4/UnrealEngine/Engine/Source/Runtime/Core/Public/Async/TaskGraphInterfaces.h:829]
    libUE4Editor-Core.so!FNamedTaskThread::ProcessTasksNamedThread(int, bool) [/home/brian/development/ue4/UnrealEngine/Engine/Source/Runtime/Core/Private/Async/TaskGraph.cpp:678]
    libUE4Editor-Core.so!FNamedTaskThread::ProcessTasksUntilQuit(int) [/home/brian/development/ue4/UnrealEngine/Engine/Source/Runtime/Core/Private/Async/TaskGraph.cpp:574]
    libUE4Editor-RenderCore.so!FRHIThread::Run() [/home/brian/development/ue4/UnrealEngine/Engine/Source/Runtime/RenderCore/Private/RenderingThread.cpp:281]
    libUE4Editor-Core.so!FRunnableThreadPThread::Run() [/home/brian/development/ue4/UnrealEngine/Engine/Source/Runtime/Core/Private/HAL/PThreadRunnableThread.cpp:25]
    libUE4Editor-Core.so!FRunnableThreadPThread::_ThreadProc(void*) [/home/brian/development/ue4/UnrealEngine/Engine/Source/Runtime/Core/Private/HAL/PThreadRunnableThread.h:177]
    libpthread.so.0!UnknownFunction(0x7a9c)
    libc.so.6!clone(+0x42)

ErrorMessage:

  • SIGSEGV: invalid attempt to read memory at address 0x0000000000000060

Hello,

We’ve recently made a switch to a new bug reporting method using a more structured form. Please visit the link below for more details and report the issue using the new Bug Submission Form. Feel free to continue to use this thread for community discussion around the issue.

https://epicsupport.force.com/unrealengine/s/

Thanks

Thank you, I completed the form, and I’ll post any relevant info back here if I find it.