UE4.7.x Constant crashing

I’m trying to make simple test scene with a landscape and some assets from “Open world demo collection”.

The following is happening repeatedly:

  1. When I insert an asset into scene, UE editor completely freezes for several seconds.

  2. Randomly and repeatedly whole editor crashes. Most often it simply disappears (even while idling), leaving no traces. Sometimes it gives a crash report.

The crashing started after I imported “Open world demo collection” into the project. At least this was the first time it surfaced. The freezing symptom on asset insertion has been since beginning.

The situation is pretty much unworkable:)

Does anyone knows anything about this?
Thanks

EDIT:

Here is a crash report:

MachineId:4EBD009A4E29CE4AC8D253A6A3E837B0
EpicAccountId:b01c4653d3a5414f9f1e6f0ca96b8d48

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

Assertion failed: ScreenSizeInTexels >= 0 [File:D:\BuildFarm\buildmachine_++depot+UE4-Releases+4.7\Engine\Source\Runtime\Engine\Private\ContentStreaming.cpp] [Line: 520]

KERNELBASE + 23544 bytes
UE4Editor_Core!FOutputDeviceWindowsError::Serialize() + 292 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\core\private\windows\windowsplatformoutputdevices.cpp:95]
UE4Editor_Core!FOutputDevice::Logf__VA() + 248 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\core\private\misc\outputdevice.cpp:144]
UE4Editor_Core!FDebug::AssertFailed() + 1079 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\core\private\misc\outputdevice.cpp:224]
UE4Editor_Engine!FFloatMipLevel::FromScreenSizeInTexels() + 79 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\engine\private\contentstreaming.cpp:527]
UE4Editor_Engine!FStreamingHandlerTextureStatic::GetWantedMips() + 1480 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\engine\private\contentstreaming.cpp:5305]
UE4Editor_Engine!FStreamingManagerTexture::CalcWantedMips() + 339 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\engine\private\contentstreaming.cpp:4045]
UE4Editor_Engine!FAsyncTextureStreaming::DoWork() + 377 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\engine\private\contentstreaming.cpp:1138]
UE4Editor_Engine!FAsyncTask::DoThreadedWork() + 18 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\core\public\async\asyncwork.h:317]
UE4Editor_Core!FQueuedThread::Run() + 123 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\core\private\hal\threadingbase.cpp:326]
UE4Editor_Core!FRunnableThreadWin::Run() + 102 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\core\private\windows\windowsrunnablethread.cpp:73]
UE4Editor_Core!FRunnableThreadWin::GuardedRun() + 93 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\core\private\windows\windowsrunnablethread.cpp:26]
kernel32 + 5805 bytes
ntdll + 476713 bytes

I only can say: you are not alone… the same happend by me. (I am lucky, I use only a test-Project…)

Hello,

Would you mind sharing your system specs with us? This will help us investigate the issue faster.

Thanks,
Harrison Moore

Greetings,

My specs are:

Windows 8.1 x64

Intel I7 4770, Asus Z87-A, 8GB system memory

Nvidia 680GTX 2GB

I also sent a crash report with UE built-in crash reporter 2 times, when it registered the crash. More often it just vanishes into thin air.

Thanks

It appears the crashing has nothing to with “Open world demo collection”. Now another project started to crash non-stop. UE4 is completely unworkable for me.

Is there not a solution for this?

[2015.04.22-11.17.42:038][416]LogThreadingWindows:Error: Runnable thread PoolThread 1 crashed.
[2015.04.22-11.17.42:038][416]LogCrashTracker:

[2015.04.22-11.17.42:038][416]LogWindows: === Critical error: ===
Assertion failed: ScreenSizeInTexels >= 0 [File:D:\BuildFarm\buildmachine_++depot+UE4-Releases+4.7\Engine\Source\Runtime\Engine\Private\ContentStreaming.cpp] [Line: 520]

KERNELBASE.dll!UnknownFunction (0x00007ffc54cd5bf8) + 0 bytes [UnknownFile:0]
UE4Editor-Core.dll!FOutputDeviceWindowsError::Serialize() (0x00007ffc43c48074) + 0 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\core\private\windows\windowsplatformoutputdevices.cpp:95]
UE4Editor-Core.dll!FOutputDevice::Logf__VA() (0x00007ffc43ac7878) + 159 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\core\private\misc\outputdevice.cpp:144]
UE4Editor-Core.dll!FDebug::AssertFailed() (0x00007ffc43aa8b17) + 62 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\core\private\misc\outputdevice.cpp:224]
UE4Editor-Engine.dll!FFloatMipLevel::FromScreenSizeInTexels() (0x00007ffc3f3f3b5f) + 0 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\engine\private\contentstreaming.cpp:527]
UE4Editor-Engine.dll!FStreamingHandlerTextureStatic::GetWantedMips() (0x00007ffc3f3ff2b8) + 39 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\engine\private\contentstreaming.cpp:5305]
UE4Editor-Engine.dll!FStreamingManagerTexture::CalcWantedMips() (0x00007ffc3f3e3b63) + 0 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\engine\private\contentstreaming.cpp:4045]
UE4Editor-Engine.dll!FAsyncTextureStreaming::DoWork() (0x00007ffc3f3eab99) + 0 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\engine\private\contentstreaming.cpp:1138]
UE4Editor-Engine.dll!FAsyncTask::DoThreadedWork() (0x00007ffc3f3ea922) + 9 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\core\public\async\asyncwork.h:317]
UE4Editor-Core.dll!FQueuedThread::Run() (0x00007ffc439f398b) + 0 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\core\private\hal\threadingbase.cpp:326]
UE4Editor-Core.dll!FRunnableThreadWin::Run() (0x00007ffc43c47346) + 0 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\core\private\windows\windowsrunnablethread.cpp:73]
UE4Editor-Core.dll!FRunnableThreadWin::GuardedRun() (0x00007ffc43c3c32d) + 8 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\core\private\windows\windowsrunnablethread.cpp:26]
KERNEL32.DLL!UnknownFunction (0x00007ffc56e116ad) + 0 bytes [UnknownFile:0]
ntdll.dll!UnknownFunction (0x00007ffc57904629) + 0 bytes [UnknownFile:0]
ntdll.dll!UnknownFunction (0x00007ffc57904629) + 0 bytes [UnknownFile:0]

Crash in runnable thread PoolThread 1

[2015.04.22-11.17.42:123][426]LogExit: Executing StaticShutdownAfterError
[2015.04.22-11.17.42:123][426]LogWindows:Error: Error reentered: Runnable thread PoolThread 1 crashed.
[2015.04.22-11.17.42:123][426]LogWindows:Error: HandleError re-entered.
[2015.04.22-11.17.42:123][426]LogWindows: FPlatformMisc::RequestExit(1)
[2015.04.22-11.17.42:123][426]Log file closed, 04/22/15 14:17:42

I had a simillar issue in the past. Try removing all the speed tree files from your content folder and see if that helps (yes, you will have to reimport them later on, again). If its not it remove the kite demo assets and see if it loads up.

You can try moving all the content to a backup folder and add it one by one to the project again so you can track down the issue, but I’m almost certain it has to do with speed tree.

Thanks for your comment Bariudol,

Actually I have no speed tree content in this project. Neither kite content. Just few models and the starter content.
The crashing started after I added normal maps into my landscape material. But that could be a coincidence as well.

Oh, I See, have you tried moving all your content to another folder and add uasset by uasset to see what causes the crash?Its really tedious, but it might help.

As I suspected, the landscape material appears to be the reason for crashing.

Now, I hope you could help me to understand what exactly is wrong with this material that it makes UE crash uncontrollably? I thought this is way to do it, if you want to have multi-layered landscape material that you can paint?

Thanks

it should work just fine. I generally dont use landscape coords and use TexCoord instead, but i don’t think thats the problem.

Have you created the Layer Info classes for your terrain? If not thats whats causing the crashes.

I replaced LandscapeCoords with TexCoords and now it has not crashed since then (knocking wood). Thank you for pointing me out this.

Awesome! glad to hear that.