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Engine crashes every time I try to open level, inside SetInstanceOriginInternal()

Hello.

I've been dealing with working game project and I decided to split my level into sub-levels, sub-sub-levels and lighting scenarios. At some point, switching between them, the Unreal Engine crashed.

Now, when I re-open the project, I cannot access the main level (it crashes every time I try to open or right-click it). In sub-levels that I can open, when I try to re-name objects, engine crashes again.

I verified it crashes in this place:

 FORCEINLINE_DEBUGGABLE void SetInstanceOriginInternal(int32 InstanceIndex, const FVector4& Origin) const
     {
         FVector4* ElementData = reinterpret_cast<FVector4*>(InstanceOriginDataPtr);
         uint32 CurrentSize = InstanceOriginData->Num() * InstanceOriginData->GetStride();
         check((void*)((&ElementData[InstanceIndex]) + 1) <= (void*)(InstanceOriginDataPtr + CurrentSize)); //<--- CRASH HERE
         check((void*)((&ElementData[InstanceIndex]) + 0) >= (void*)(InstanceOriginDataPtr));
 
         ElementData[InstanceIndex] = Origin;
     }

Commenting out this check only leads to crashes later on, during execution.

The debug information:

 UE4Editor_Core!FDebug::AssertFailed() [d:\build\++ue4\sync\engine\source\runtime\core\private\misc\assertionmacros.cpp:425]
 UE4Editor_Engine!UInstancedStaticMeshComponent::BuildRenderData() [d:\build\++ue4\sync\engine\source\runtime\engine\private\instancedstaticmesh.cpp:1103]
 UE4Editor_Engine!UInstancedStaticMeshComponent::InitPerInstanceRenderData() [d:\build\++ue4\sync\engine\source\runtime\engine\private\instancedstaticmesh.cpp:2129]
 UE4Editor_Engine!UHierarchicalInstancedStaticMeshComponent::OnPostLoadPerInstanceData() [d:\build\++ue4\sync\engine\source\runtime\engine\private\hierarchicalinstancedstaticmesh.cpp:2841]
 UE4Editor_CoreUObject!UObject::ConditionalPostLoad() [d:\build\++ue4\sync\engine\source\runtime\coreuobject\private\uobject\obj.cpp:1011]
 UE4Editor_CoreUObject!EndLoad() [d:\build\++ue4\sync\engine\source\runtime\coreuobject\private\uobject\uobjectglobals.cpp:1630]
 UE4Editor_CoreUObject!LoadPackageInternal() [d:\build\++ue4\sync\engine\source\runtime\coreuobject\private\uobject\uobjectglobals.cpp:1375]
 UE4Editor_CoreUObject!LoadPackage() [d:\build\++ue4\sync\engine\source\runtime\coreuobject\private\uobject\uobjectglobals.cpp:1471]
 UE4Editor_AssetTools!FAssetRenameManager::LoadReferencingPackages() [d:\build\++ue4\sync\engine\source\developer\assettools\private\assetrenamemanager.cpp:624]
 UE4Editor_AssetTools!FAssetRenameManager::FixReferencesAndRename() [d:\build\++ue4\sync\engine\source\developer\assettools\private\assetrenamemanager.cpp:339]
 UE4Editor_AssetTools!FAssetRenameManager::RenameAssetsWithDialog() [d:\build\++ue4\sync\engine\source\developer\assettools\private\assetrenamemanager.cpp:236]
 UE4Editor_UnrealEd!FActorLabelUtilities::RenameExistingActor() [d:\build\++ue4\sync\engine\source\editor\unrealed\private\editorengine.cpp:7174]
 UE4Editor_SceneOutliner!SceneOutliner::SActorTreeLabel::OnLabelCommitted() [d:\build\++ue4\sync\engine\source\editor\sceneoutliner\private\sceneoutlineritemlabelcolumn.cpp:344]
 UE4Editor_SceneOutliner!TBaseSPMethodDelegateInstance<0,SceneOutliner::SActorTreeLabel,0,void __cdecl(FText const & __ptr64,enum ETextCommit::Type)>::ExecuteIfSafe() [d:\build\++ue4\sync\engine\source\runtime\core\public\delegates\delegateinstancesimpl.h:345]
 UE4Editor_Slate!SInlineEditableTextBlock::OnTextBoxCommitted() [d:\build\++ue4\sync\engine\source\runtime\slate\private\widgets\text\sinlineeditabletextblock.cpp:312]
 UE4Editor_Slate!TBaseSPMethodDelegateInstance<0,SInlineEditableTextBlock,0,void __cdecl(FText const & __ptr64,enum ETextCommit::Type)>::ExecuteIfSafe() [d:\build\++ue4\sync\engine\source\runtime\core\public\delegates\delegateinstancesimpl.h:345]
 UE4Editor_Slate!FSlateEditableTextLayout::HandleCarriageReturn() [d:\build\++ue4\sync\engine\source\runtime\slate\private\widgets\text\slateeditabletextlayout.cpp:1453]
 UE4Editor_Slate!FSlateEditableTextLayout::HandleKeyDown() [d:\build\++ue4\sync\engine\source\runtime\slate\private\widgets\text\slateeditabletextlayout.cpp:926]
 UE4Editor_Slate!SEditableText::OnKeyDown() [d:\build\++ue4\sync\engine\source\runtime\slate\private\widgets\input\seditabletext.cpp:204]
 UE4Editor_Slate!FEventRouter::Route<FReply,FEventRouter::FBubblePolicy,FKeyEvent,<lambda_2afcd964c763e269e2d1a63f3a72f846> >() [d:\build\++ue4\sync\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:268]
 UE4Editor_Slate!FSlateApplication::ProcessKeyDownEvent() [d:\build\++ue4\sync\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:5041]
 UE4Editor_Slate!FSlateApplication::OnKeyDown() [d:\build\++ue4\sync\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:4953]
 UE4Editor_ApplicationCore!FWindowsApplication::ProcessDeferredMessage() [d:\build\++ue4\sync\engine\source\runtime\applicationcore\private\windows\windowsapplication.cpp:1571]
 UE4Editor_ApplicationCore!FWindowsApplication::DeferMessage() [d:\build\++ue4\sync\engine\source\runtime\applicationcore\private\windows\windowsapplication.cpp:2182]
 UE4Editor_ApplicationCore!FWindowsApplication::ProcessMessage() [d:\build\++ue4\sync\engine\source\runtime\applicationcore\private\windows\windowsapplication.cpp:895]
 UE4Editor_ApplicationCore!FWindowsApplication::AppWndProc() [d:\build\++ue4\sync\engine\source\runtime\applicationcore\private\windows\windowsapplication.cpp:732]
 user32
 user32
 UE4Editor_ApplicationCore!FWindowsPlatformApplicationMisc::PumpMessages() [d:\build\++ue4\sync\engine\source\runtime\applicationcore\private\windows\windowsplatformapplicationmisc.cpp:129]
 UE4Editor!FEngineLoop::Tick() [d:\build\++ue4\sync\engine\source\runtime\launch\private\launchengineloop.cpp:3417]
 UE4Editor!GuardedMain() [d:\build\++ue4\sync\engine\source\runtime\launch\private\launch.cpp:166]
 UE4Editor!GuardedMainWrapper() [d:\build\++ue4\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:144]
 UE4Editor!WinMain() [d:\build\++ue4\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:223]
 UE4Editor!__scrt_common_main_seh() [f:\dd\vctools\crt\vcstartup\src\startup\exe_common.inl:283]
 kernel32
 ntdll


Product Version: UE 4.20
Tags:
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asked Apr 24 '19 at 06:41 PM in Bug Reports

avatar image

FeyDreamers
13 1 6 7

avatar image Jeff A ♦♦ STAFF Apr 26 '19 at 08:06 PM

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

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