Errors saving Map in 4.12 Preview 4

Here is the stack trace When attempting to save the map.

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Fatal error: [File:D:\Build++UE4+Release-4.12+Compile\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\GarbageCollection.cpp] [Line: 539]
Invalid object in GC: 0x00000000005b9358, ReferencingObject: IwSpline_C /Game/ThirdPersonCPP/Maps/ThirdPersonExampleMap.ThirdPersonExampleMap:PersistentLevel.IwSpline_11, ReferencingObjectClass: BlueprintGeneratedClass /Game//IwsplBluePrints/.IwSpline_C, Property Name: IwsDecoMaterial, Offset: 32, TokenIndex: 73

UE4Editor_Core!FDebug::AssertFailed() [d:\build++ue4+release-4.12+compile\sync\engine\source\runtime\core\private\misc\outputdevice.cpp:440]
UE4Editor_CoreUObject!TFastReferenceCollector::ProcessObjectArray() [d:\build++ue4+release-4.12+compile\sync\engine\source\runtime\coreuobject\private\uobject\fastreferencecollector.h:281]
UE4Editor_CoreUObject!TGraphTask::FCollectorTask>::ExecuteTask() [d:\build++ue4+release-4.12+compile\sync\engine\source\runtime\core\public\async\taskgraphinterfaces.h:999]
UE4Editor_Core!FTaskThreadAnyThread::ProcessTasks() [d:\build++ue4+release-4.12+compile\sync\engine\source\runtime\core\private\async\taskgraph.cpp:1255]
UE4Editor_Core!FTaskThreadAnyThread::ProcessTasksUntilQuit() [d:\build++ue4+release-4.12+compile\sync\engine\source\runtime\core\private\async\taskgraph.cpp:1149]
UE4Editor_Core!FTaskThreadBase::Run() [d:\build++ue4+release-4.12+compile\sync\engine\source\runtime\core\private\async\taskgraph.cpp:621]
UE4Editor_Core!FRunnableThreadWin::Run() [d:\build++ue4+release-4.12+compile\sync\engine\source\runtime\core\private\windows\windowsrunnablethread.cpp:74]

The Blueprint that is being referenced “compiles” with no errors. The data structure being referenced, is nothing more than a structure in an array. The array is empty, because there has been nothing done to the blueprint. It was simply just dragged and dropped into the level, then “Save” button clicked to save the map.

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Hi jayice,

  • Does this occur in a clean, blank project with no additional content or is it limited to one project?
  • What steps can I take to reproduce this error on my end?
  • Does this only occur with a specific blueprint or is it any blueprint?
  • Can you post your dxdiag here so I can take a look?
  • Can you post your crash logs? They can be found at \Unreal Projects\PROJECTNAME\saved\logs\

Hello ,

I’m fairly certain I found out what triggered this issue. (my product for UE4), has the ability to save the Spline, it’s set up, meshes, etc to a text, then to reload that in a different level or game. Hence it’s going to attempt to load “assets” taht are no longer present. This will fail of course. Yet there appears (because of this bug), to be some remnant of the attempt to load an asset, left laying around that the garbage collector is trying to process. Hence when it cannot actually find it, it’s going to fail as well.

Yes, this was a brand new C++ 3rd person project, that was created, with two blueprints in the level IwCFD, and . Both blueprints are fine, and both compile without an issue. It’s only when they attempt to reference something that doesn’t exist, that the issue ocurrs. As soon as I pulled out the text files so they could not find something to use from another level or game project, then the “save” could function fine.

Personally I still consider this to be a important issue, because anyone at anytime can make a mistake, or remove an asset, and it no longer exists, but could be referenced.

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Can you send me a copy of the project? I’ll be happy to take a look and see if I can reproduce this on my end.

Hi jayice,

We have not heard from you in several days. I am marking this as answered for tracking purposes. If you are still experiencing this error, please comment with the requested information.