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Insane RAM consumption & Editor Crash when selecting "Asset Actions --> Reload"

I have the problem that one of my blueprints seems to be corrupted. I can't find out which one and why, because building the project works and there are no warnings or error messages in the message log or output log when building or loading the project.

But when I select an actor in the content browser, right click -> asset actions -> reload, the editor gets stuck while compiling the child blueprint classes for about 2 minutes. After that, the editor crashes (see crash log attached.) While compiling the child assets, the RAM consumption gets extremly high, as you can see in the attached image:

alt text

Here's the crash log:

Assertion failed: Result + NumToAdd <= MaxElements [File:D:\Build\++UE4\Sync\Engine\Source\Runtime\CoreUObject\Public\UObject/UObjectArray.h] [Line: 489] Maximum number of UObjects (8388608) exceeded, make sure you update MaxObjectsInGame/MaxObjectsInEditor in project settings.

UE4Editor_Core!FDebug::AssertFailed() [d:\build++ue4\sync\engine\source\runtime\core\private\misc\assertionmacros.cpp:417] UE4Editor_CoreUObject!FChunkedFixedUObjectArray::AddRange() [d:\build++ue4\sync\engine\source\runtime\coreuobject\public\uobject\uobjectarray.h:490] UE4Editor_CoreUObject!FUObjectArray::AllocateUObjectIndex() [d:\build++ue4\sync\engine\source\runtime\coreuobject\private\uobject\uobjectarray.cpp:174] UE4Editor_CoreUObject!UObjectBase::AddObject() [d:\build++ue4\sync\engine\source\runtime\coreuobject\private\uobject\uobjectbase.cpp:239] UE4Editor_CoreUObject!UObjectBase::UObjectBase() [d:\build++ue4\sync\engine\source\runtime\coreuobject\private\uobject\uobjectbase.cpp:102] UE4Editor_CoreUObject!StaticAllocateObject() [d:\build++ue4\sync\engine\source\runtime\coreuobject\private\uobject\uobjectglobals.cpp:2505] UE4Editor_CoreUObject!StaticConstructObject_Internal() [d:\build++ue4\sync\engine\source\runtime\coreuobject\private\uobject\uobjectglobals.cpp:3154] UE4Editor_CoreUObject!FDuplicateDataWriter::GetDuplicatedObject() [d:\build++ue4\sync\engine\source\runtime\coreuobject\private\serialization\duplicatedatawriter.cpp:138] UE4Editor_CoreUObject!FBlueprintSupport::DuplicateAllFields() [d:\build++ue4\sync\engine\source\runtime\coreuobject\private\blueprint\blueprintsupport.cpp:71] UE4Editor_CoreUObject!StaticDuplicateObjectEx() [d:\build++ue4\sync\engine\source\runtime\coreuobject\private\uobject\uobjectglobals.cpp:2089] UE4Editor_CoreUObject!StaticDuplicateObject() [d:\build++ue4\sync\engine\source\runtime\coreuobject\private\uobject\uobjectglobals.cpp:2002] UE4Editor_UnrealEd!FBlueprintCompileReinstancer::MoveCDOToNewClass() [d:\build++ue4\sync\engine\source\editor\unrealed\private\kismet2\kismetreinstanceutilities.cpp:1517] UE4Editor_Kismet!MoveSkelCDOAside() [d:\build++ue4\sync\engine\source\editor\kismet\private\blueprintcompilationmanager.cpp:2338] UE4Editor_Kismet!MoveSkelCDOAside() [d:\build++ue4\sync\engine\source\editor\kismet\private\blueprintcompilationmanager.cpp:2346] UE4Editor_Kismet!FBlueprintCompilationManagerImpl::FlushCompilationQueueImpl() [d:\build++ue4\sync\engine\source\editor\kismet\private\blueprintcompilationmanager.cpp:648] UE4Editor_Kismet!FBlueprintCompilationManagerImpl::CompileSynchronouslyImpl() [d:\build++ue4\sync\engine\source\editor\kismet\private\blueprintcompilationmanager.cpp:203] UE4Editor_UnrealEd!FKismetEditorUtilities::CompileBlueprint() [d:\build++ue4\sync\engine\source\editor\unrealed\private\kismet2\kismet2.cpp:766] UE4Editor_UnrealEd!UEditorEngine::HandlePackageReloaded() [d:\build++ue4\sync\engine\source\editor\unrealed\private\editorengine.cpp:819] UE4Editor_UnrealEd!TBaseUObjectMethodDelegateInstance<0,UEditorEngine,void __cdecl(enum EPackageReloadPhase,FPackageReloadedEvent * __ptr64)>::ExecuteIfSafe() [d:\build++ue4\sync\engine\source\runtime\core\public\delegates\delegateinstancesimpl.h:679] UE4Editor_CoreUObject!ReloadPackages() [d:\build++ue4\sync\engine\source\runtime\coreuobject\private\uobject\packagereload.cpp:597] UE4Editor_UnrealEd!UPackageTools::ReloadPackages() [d:\build++ue4\sync\engine\source\editor\unrealed\private\packagetools.cpp:716] UE4Editor_UnrealEd!UPackageTools::ReloadPackages() [d:\build++ue4\sync\engine\source\editor\unrealed\private\packagetools.cpp:466] UE4Editor_ContentBrowser!FAssetContextMenu::ExecuteReload() [d:\build++ue4\sync\engine\source\editor\contentbrowser\private\assetcontextmenu.cpp:2033] UE4Editor_ContentBrowser!TBaseSPMethodDelegateInstance<0,FAssetContextMenu,0,void __cdecl(void)>::ExecuteIfSafe() [d:\build++ue4\sync\engine\source\runtime\core\public\delegates\delegateinstancesimpl.h:355] UE4Editor_Slate!SMenuEntryBlock::OnClicked() [d:\build++ue4\sync\engine\source\runtime\slate\private\framework\multibox\smenuentryblock.cpp:1037] UE4Editor_Slate!SMenuEntryBlock::OnMenuItemButtonClicked() [d:\build++ue4\sync\engine\source\runtime\slate\private\framework\multibox\smenuentryblock.cpp:988] UE4Editor_Slate!TBaseSPMethodDelegateInstance<0,SMenuEntryBlock,0,FReply __cdecl(void)>::Execute() [d:\build++ue4\sync\engine\source\runtime\core\public\delegates\delegateinstancesimpl.h:279] UE4Editor_Slate!SButton::OnMouseButtonUp() [d:\build++ue4\sync\engine\source\runtime\slate\private\widgets\input\sbutton.cpp:290] UE4Editor_Slate!SMenuEntryButton::OnMouseButtonUp() [d:\build++ue4\sync\engine\source\runtime\slate\private\framework\multibox\smenuentryblock.cpp:385] UE4Editor_Slate!FEventRouter::Route >() [d:\build++ue4\sync\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:270] UE4Editor_Slate!FSlateApplication::RoutePointerUpEvent() [d:\build++ue4\sync\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:5528] UE4Editor_Slate!FSlateApplication::ProcessMouseButtonUpEvent() [d:\build++ue4\sync\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:6087] UE4Editor_Slate!FSlateApplication::OnMouseUp() [d:\build++ue4\sync\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:6060] UE4Editor_ApplicationCore!FWindowsApplication::ProcessDeferredMessage() [d:\build++ue4\sync\engine\source\runtime\applicationcore\private\windows\windowsapplication.cpp:1831] UE4Editor_ApplicationCore!FWindowsApplication::DeferMessage() [d:\build++ue4\sync\engine\source\runtime\applicationcore\private\windows\windowsapplication.cpp:2281] UE4Editor_ApplicationCore!FWindowsApplication::ProcessMessage() [d:\build++ue4\sync\engine\source\runtime\applicationcore\private\windows\windowsapplication.cpp:929] UE4Editor_ApplicationCore!FWindowsApplication::AppWndProc() [d:\build++ue4\sync\engine\source\runtime\applicationcore\private\windows\windowsapplication.cpp:766] user32 user32 UE4Editor_ApplicationCore!FWindowsPlatformApplicationMisc::PumpMessages() [d:\build++ue4\sync\engine\source\runtime\applicationcore\private\windows\windowsplatformapplicationmisc.cpp:130] UE4Editor!FEngineLoop::Tick() [d:\build++ue4\sync\engine\source\runtime\launch\private\launchengineloop.cpp:3615] UE4Editor!GuardedMain() [d:\build++ue4\sync\engine\source\runtime\launch\private\launch.cpp:174] UE4Editor!GuardedMainWrapper() [d:\build++ue4\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:145] UE4Editor!WinMain() [d:\build++ue4\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:276] UE4Editor!__scrt_common_main_seh() [f:\dd\vctools\crt\vcstartup\src\startup\exe_common.inl:283] kernel32 ntdll

Product Version: UE 4.21
Tags:
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asked Feb 14 '19 at 02:23 PM in Using UE4

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