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