Weird crash on UObject::ProcessEvent after 4.7 update.

It’s me again… I apologize by so much troubles on a single day.

Getting a weird break on 4.7 UObject::ProcessEvent L799

I didn’t got this on 4.6.1, unfortunatelly it’s not easily replicable, so I’ll try to provide as much info I could.

03b008211ea2e5208b95a7568b30bee0af217ac3.jpeg

I’ve created a simple class to ease Async Static Meshes loading, it’s just an Object that holds a FStringAssetreference, a StaticMesh pointer, a method to be assigned on the FstreamableManager and a delegate to be broadcast when the process finishes and this way tell the blueprint that my StaticMesh is already loaded and could be assigned somewhere because at this point the “pointer” will be filled.

here is the .h


DECLARE_DYNAMIC_MULTICAST_DELEGATE(FStaticMeshLoadedDelegate);
/**
 * 
 */
UCLASS(BlueprintType)
class GAME_API UVAsyncStatMeshContainer : public UObject
{
	GENERATED_UCLASS_BODY()

public:
	UVAsyncStatMeshContainer();
	FStringAssetReference StaticMeshToLoad;

	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Resource")
	UStaticMesh * LoadedMesh;

	UFUNCTION(BlueprintCallable, Category = StateControl)
	void MeshFinishedLoad();

	UPROPERTY(BlueprintAssignable, BlueprintReadWrite, Category = "Asset Loading")
	FStaticMeshLoadedDelegate OnMeshLoaded;	
};

and here the .cpp


UVAsyncStatMeshContainer::UVAsyncStatMeshContainer(const class FObjectInitializer& PCIP) : Super(PCIP)
{

}

void UVAsyncStatMeshContainer::MeshFinishedLoad()
{
	check(StaticMeshToLoad.ResolveObject() != nullptr)
	{
		UObject* NewLoadedStaticMesh = StaticMeshToLoad.ResolveObject();
		LoadedMesh = Cast<UStaticMesh>(NewLoadedStaticMesh);
		OnMeshLoaded.Broadcast();
	}
}

It’s used on my BP this way:

The trouble is: I don’t have any “OnMouseLeaves” Events on my inventory slots anywhere, they are all tested with “IsHovered” on buttons only…

Now, the weirdest thing…

I have this SlotClass on 2 usages now (both with Async Loads), one is used with a ModularPawn instance that doesn’t produces the crash.

But, into another place, it procuces the error on the 4.7 version…

The Modular Pawn is completely implemented on C++ also the async loads are assigned by similar methods but trough code, to the weapons on the other hand I did exposed the method to Blueprint:

But this is just exposing this:


void UVItemsMeshData::AssignAsyncStatMeshLoad(UVAsyncStatMeshContainer * WaitingMesh, int32 DesiredID)
{
	TArray<FStringAssetReference> ObjToLoad;
	FStreamableManager& BaseLoader = UVTypeandHelpers::Get().AssetLoader;							// Gets the asset Loader
	WaitingMesh->StaticMeshToLoad = StatMeshesList[DesiredID].StaticMeshRes.ToStringReference();	// Gets the path
	ObjToLoad.AddUnique(WaitingMesh->StaticMeshToLoad);
	BaseLoader.RequestAsyncLoad(ObjToLoad, FStreamableDelegate::CreateUObject(WaitingMesh, &UVAsyncStatMeshContainer::MeshFinishedLoad));
}

Is there any idea about what could be causing the crash? What’s the right thing? Should this work as on 4.6 or is this just appearing now because you did fixed something?

Thank you.

Starting debug:

STARTING DEBUGGING HERE…

First test: Deactivating the request for AsyncLoading I’ve described…

I noticed that if I do this the item changes on the inventory slot “BEFORE” crash, previously, it crashed immediatelly without change the Slot appearance.

My Crash Report points UUserWidget::OnMouseLeave “triggering” the crash…



MachineId:04F45E86465454A74BAA4D8A13996386
EpicAccountId:62bdf974692e427cbf3d0467a433985d

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

Assertion failed: !GIsRoutingPostLoad [File:D:\BuildFarm\buildmachine_++depot+UE4-Releases+4.7\Engine\Source\Runtime\CoreUObject\Private\UObject\ScriptCore.cpp] [Line: 799] 
Cannot call UnrealScript (ITEMSLOT_UI_C //Engine//Transient.UnrealEdEngin

KERNELBASE + 37901 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_CoreUObject!UObject::ProcessEvent() + 381 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:799]
UE4Editor_UMG!UUserWidget::OnMouseLeave() + 223 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\intermediate\build\win64\inc\umg\umg.generated.cpp:975]
UE4Editor_Slate!FSlateApplication::ProcessMouseMoveEvent() + 1911 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:4277]
UE4Editor_Slate!FSlateApplication::SynthesizeMouseMove() + 337 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:3019]
UE4Editor_Slate!FSlateApplication::Tick() + 2065 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:1277]
UE4Editor_UnrealEd!TickSlate() + 30 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\editor\unrealed\private\feedbackcontexteditor.cpp:315]
UE4Editor_UnrealEd!FFeedbackContextEditor::StartSlowTask() + 1418 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\editor\unrealed\private\feedbackcontexteditor.cpp:390]
UE4Editor_Core!FScopedSlowTask::MakeDialog() + 138 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\core\private\misc\feedbackcontext.cpp:87]
UE4Editor_Engine!FStaticMeshStatusMessageContext::FStaticMeshStatusMessageContext() + 297 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\engine\private\staticmesh.cpp:1053]
UE4Editor_Engine!FStaticMeshRenderData::Cache() + 893 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\engine\private\staticmesh.cpp:1149]
UE4Editor_Engine!UStaticMesh::CacheDerivedData() + 236 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\engine\private\staticmesh.cpp:1660]
UE4Editor_Engine!UStaticMesh::PostLoad() + 459 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\engine\private\staticmesh.cpp:1848]
UE4Editor_CoreUObject!UObject::ConditionalPostLoad() + 455 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\coreuobject\private\uobject\obj.cpp:628]
UE4Editor_CoreUObject!FAsyncPackage::PostLoadObjects() + 1324 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\coreuobject\private\serialization\asyncloading.cpp:844]
UE4Editor_CoreUObject!FAsyncPackage::Tick() + 848 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\coreuobject\private\serialization\asyncloading.cpp:349]
UE4Editor_CoreUObject!ProcessAsyncLoading() + 621 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\coreuobject\private\serialization\asyncloading.cpp:1111]
UE4Editor_CoreUObject!StaticTick() + 207 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\coreuobject\private\uobject\uobjectglobals.cpp:332]
UE4Editor_UnrealEd!UEditorEngine::Tick() + 960 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\editor\unrealed\private\editor.cpp:984]
UE4Editor_UnrealEd!UUnrealEdEngine::Tick() + 22 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\editor\unrealed\private\unrealedengine.cpp:347]
UE4Editor!FEngineLoop::Tick() + 4179 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\launch\private\launchengineloop.cpp:2257]
UE4Editor!GuardedMain() + 1404 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\launch\private\launch.cpp:142]
UE4Editor!GuardedMainWrapper() + 26 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\launch\private\windows\launchwindows.cpp:126]
UE4Editor!WinMain() + 249 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\launch\private\windows\launchwindows.cpp:202]
UE4Editor!__tmainCRTStartup() + 329 bytes [f:\dd\vctools\crt\crtw32\dllstuff\crtexe.c:618]


“BUT” before say anything there is another place where I need deactivate Mesh Loading, because my pawn also requests a Mesh copy on equip…

No Mesh Loadings…

The weird part is that Skeletal Mesh changes happens without problem. :frowning:

Problem.

After a test using the “same” method and conditions with FStreamableManager doing an async load from a StaticMesh get’s asserted on UObject::ProcessEvent( ) Line 799, while loading a SkeletalMesh does not produces such effect, the Object that is calling UnrealScript is a button from which the variable bIsHovered is being checked constantly, but the accused Method is OnMouseLeave( ).

Reported here.

Thank you

Here is a video showing the system working perfectly on 4.6.1, you can see the weapons/armor switchs between 10:12 and 12:32

Note: It’s on Portuguese, I’ll just start to localize in the future to apply to the DevGrant program and “really” present to the community here.

New Info:

After watch that the new entries from GIsRoutingPostLoad on 4.7 were exactly to avoid SobjectWidgets Ticks “just on editor” by curiosity started the Game on Standalone…

Got no crash :frowning: so this problem is probably just generated on PIE.

I have reported this in the following bug report: UE [11072]. If developers are able to locate the source of the issue given the information you’ve supplied, an update will be posted to this thread. -Thanks.

Exactly same code… Updated version. :smiley:
Dunno what you did on 4.7.1, but don’t undo! LOL

Thanks by the help. SOLVED on 4.7.1

Dang…

Well, I could still developing but the packaged game still crashes, here is the log:



LogPlayLevel: VIDA: Script Stack:
LogPlayLevel: VIDA: CHARINVENTORY_UI_C.ManageSlotClicks
LogPlayLevel: VIDA: CHARINVENTORY_UI_C.ExecuteUbergraph_CHARINVENTORY_UI
LogPlayLevel: VIDA: CHARINVENTORY_UI_C.R1_CLICK
LogPlayLevel: VIDA:
LogPlayLevel: VIDA:
LogPlayLevel: VIDA: [2015.03.01-02.21.06:321][929]LogOutputDevice:Warning:
LogPlayLevel: VIDA:
LogPlayLevel: VIDA: Script Stack:
LogPlayLevel: VIDA: CHARINVENTORY_UI_C.ManageSlotClicks
LogPlayLevel: VIDA: CHARINVENTORY_UI_C.ExecuteUbergraph_CHARINVENTORY_UI
LogPlayLevel: VIDA: CHARINVENTORY_UI_C.R1_CLICK
LogPlayLevel: VIDA: LogWindows:Error: Windows GetLastError: A opera??o foi conclu?da com ?xito. (0)
LogPlayLevel: VIDA:
LogPlayLevel: VIDA: [2015.03.01-02.21.06:322][929]LogWindows:Error: Windows GetLastError: A opera??o foi conclu?da com ?xito. (0)
LogPlayLevel: VIDA: begin: stack for UAT
LogPlayLevel: VIDA: KERNELBASE.dll!UnknownFunction (0x000007fefce4940d) + 0 bytes [UnknownFile:0]
LogPlayLevel: VIDA:
LogPlayLevel: VIDA: VIDA.exe!FOutputDeviceWindowsError::Serialize() (0x000000013f5b634c) + 0 bytes [UnknownFile:0]
LogPlayLevel: VIDA:
LogPlayLevel: VIDA: VIDA.exe!FOutputDevice::Logf__VA() (0x000000013f309c88) + 0 bytes [UnknownFile:0]
LogPlayLevel: VIDA:
LogPlayLevel: VIDA: VIDA.exe!FDebug::AssertFailed() (0x000000013f2e56d9) + 0 bytes [UnknownFile:0]
LogPlayLevel: VIDA:
LogPlayLevel: VIDA: VIDA.exe!FArchiveAsync::Serialize() (0x000000013f7469cf) + 0 bytes [UnknownFile:0]
LogPlayLevel: VIDA:
LogPlayLevel: VIDA: VIDA.exe!operator<<() (0x0000000141345cff) + 0 bytes [UnknownFile:0]
LogPlayLevel: VIDA:
LogPlayLevel: VIDA: VIDA.exe!operator<<() (0x0000000141345e1b) + 0 bytes [UnknownFile:0]
LogPlayLevel: VIDA:
LogPlayLevel: VIDA: VIDA.exe!FStaticMeshRenderData::Serialize() (0x0000000141379b7c) + 0 bytes [UnknownFile:0]
LogPlayLevel: VIDA:
LogPlayLevel: VIDA: VIDA.exe!UStaticMesh::Serialize() (0x000000014137a0fa) + 0 bytes [UnknownFile:0]
LogPlayLevel: VIDA:
LogPlayLevel: VIDA: VIDA.exe!ULinkerLoad::Preload() (0x000000013f63acdf) + 0 bytes [UnknownFile:0]
LogPlayLevel: VIDA:
LogPlayLevel: VIDA: VIDA.exe!FAsyncPackage::CreateExports() (0x000000013f720a00) + 0 bytes [UnknownFile:0]
LogPlayLevel: VIDA:
LogPlayLevel: VIDA: VIDA.exe!FAsyncPackage::Tick() (0x000000013f750ca0) + 0 bytes [UnknownFile:0]
LogPlayLevel: VIDA:
LogPlayLevel: VIDA: VIDA.exe!ProcessAsyncLoading() (0x000000013f73e631) + 0 bytes [UnknownFile:0]
LogPlayLevel: VIDA:
LogPlayLevel: VIDA: VIDA.exe!FlushAsyncLoading() (0x000000013f729545) + 0 bytes [UnknownFile:0]
LogPlayLevel: VIDA:
LogPlayLevel: VIDA: VIDA.exe!BeginLoad() (0x000000013f6713ee) + 0 bytes [UnknownFile:0]
LogPlayLevel: VIDA:
LogPlayLevel: VIDA: VIDA.exe!LoadPackageInternal() (0x000000013f68122c) + 0 bytes [UnknownFile:0]
LogPlayLevel: VIDA:
LogPlayLevel: VIDA: VIDA.exe!ResolveName() (0x000000013f68a97d) + 0 bytes [UnknownFile:0]
LogPlayLevel: VIDA:
LogPlayLevel: VIDA: VIDA.exe!StaticLoadObject() (0x000000013f690301) + 0 bytes [UnknownFile:0]
LogPlayLevel: VIDA:
LogPlayLevel: VIDA: VIDA.exe!AVCharacter_MultiPart::ChangeR1WeaponByID() (0x000000013f224f5d) + 37 bytes [e:\vida u4\u4 project\vida\source\vida\vcharacter_multipart.cpp:332]
LogPlayLevel: VIDA:
LogPlayLevel: VIDA: VIDA.exe!AVHumanPlayerController::UpdateEquipedItems() (0x000000013f247839) + 0 bytes [e:\vida u4\u4 project\vida\source\vida\vhumanplayercontroller.cpp:911]
LogPlayLevel: VIDA:
LogPlayLevel: VIDA: VIDA.exe!AVHumanPlayerController::execUpdateEquipedItems() (0x000000013f2a4177) + 198 bytes [e:\vida u4\u4 project\vida\source\vida\vhumanplayercontroller.h:15]
LogPlayLevel: VIDA:
LogPlayLevel: VIDA: VIDA.exe!UFunction::Invoke() (0x000000013f7346c1) + 0 bytes [UnknownFile:0]
LogPlayLevel: VIDA:
LogPlayLevel: VIDA: VIDA.exe!UObject::CallFunction() (0x000000013f6c2ab4) + 0 bytes [UnknownFile:0]
LogPlayLevel: VIDA:
LogPlayLevel: VIDA: VIDA.exe!UObject::ProcessContextOpcode() (0x000000013f6e4d43) + 0 bytes [UnknownFile:0]
LogPlayLevel: VIDA:
LogPlayLevel: VIDA: VIDA.exe!UObject::ProcessInternal() (0x000000013f6e6553) + 0 bytes [UnknownFile:0]
LogPlayLevel: VIDA:
LogPlayLevel: VIDA: VIDA.exe!UObject::CallFunction() (0x000000013f6c30f9) + 0 bytes [UnknownFile:0]
LogPlayLevel: VIDA:
LogPlayLevel: VIDA: VIDA.exe!UObject::ProcessInternal() (0x000000013f6e6553) + 0 bytes [UnknownFile:0]
LogPlayLevel: VIDA:
LogPlayLevel: VIDA: VIDA.exe!UObject::CallFunction() (0x000000013f6c30f9) + 0 bytes [UnknownFile:0]
LogPlayLevel: VIDA:
LogPlayLevel: VIDA: VIDA.exe!UObject::ProcessInternal() (0x000000013f6e6553) + 0 bytes [UnknownFile:0]
LogPlayLevel: VIDA:
LogPlayLevel: VIDA: VIDA.exe!UFunction::Invoke() (0x000000013f7346c1) + 0 bytes [UnknownFile:0]
LogPlayLevel: VIDA:
LogPlayLevel: VIDA: VIDA.exe!UObject::ProcessEvent() (0x000000013f6e5ceb) + 0 bytes [UnknownFile:0]
LogPlayLevel: VIDA:
LogPlayLevel: VIDA: VIDA.exe!TMulticastScriptDelegate<FWeakObjectPtr>::ProcessMulticastDelegate<UObject>() (0x000000013f20e266) + 0 bytes [d:\program files\unreal engine\4.7\engine\source\runtime\core\public\uobject\scriptdelegates.h:386]
LogPlayLevel: VIDA:
LogPlayLevel: VIDA: VIDA.exe!UButton::SlateHandleClicked() (0x000000014041c8d7) + 0 bytes [UnknownFile:0]
LogPlayLevel: VIDA:
LogPlayLevel: VIDA: VIDA.exe!?Execute@?$TBaseUObjectMethodDelegateInstance@$0A@VUButton@@$$A6A?AVFReply@@XZ$$$V@@UEBA?AVFReply@@XZ() (0x00000001403d71a9) + 0 bytes [UnknownFile:0]
LogPlayLevel: VIDA:
LogPlayLevel: VIDA: VIDA.exe!SButton::OnMouseButtonUp() (0x000000013fa8756d) + 0 bytes [UnknownFile:0]
LogPlayLevel: VIDA:
LogPlayLevel: VIDA: VIDA.exe!FVector2D::operator>=() (0x000000013f8a7d45) + 0 bytes [UnknownFile:0]
LogPlayLevel: VIDA:
LogPlayLevel: VIDA: VIDA.exe!FEventRouter::Route<FReply,FEventRouter::FToLeafmostPolicy,FPointerEvent,<lambda_de96dc3471181973108233c6db1f9843> >() (0x000000013f881f82) + 0 bytes [UnknownFile:0]
LogPlayLevel: VIDA:
LogPlayLevel: VIDA: VIDA.exe!FSlateApplication::ProcessMouseButtonUpEvent() (0x000000013f9012f9) + 0 bytes [UnknownFile:0]
LogPlayLevel: VIDA:
LogPlayLevel: VIDA: VIDA.exe!FSlateApplication::OnMouseUp() (0x000000013f8f168b) + 0 bytes [UnknownFile:0]
LogPlayLevel: VIDA:
LogPlayLevel: VIDA: VIDA.exe!FWindowsApplication::ProcessDeferredMessage() (0x000000013f4579d6) + 0 bytes [UnknownFile:0]
LogPlayLevel: VIDA:
LogPlayLevel: VIDA: VIDA.exe!FWindowsApplication::DeferMessage() (0x000000013f448cdb) + 0 bytes [UnknownFile:0]
LogPlayLevel: VIDA:
LogPlayLevel: VIDA: VIDA.exe!FWindowsApplication::ProcessMessage() (0x000000013f458b96) + 0 bytes [UnknownFile:0]
LogPlayLevel: VIDA:
LogPlayLevel: VIDA: VIDA.exe!FWindowsApplication::AppWndProc() (0x000000013f4460d2) + 0 bytes [UnknownFile:0]
LogPlayLevel: VIDA:
LogPlayLevel: VIDA: USER32.dll!UnknownFunction (0x0000000076c49bd1) + 0 bytes [UnknownFile:0]
LogPlayLevel: VIDA:
LogPlayLevel: VIDA: USER32.dll!UnknownFunction (0x0000000076c498da) + 0 bytes [UnknownFile:0]
LogPlayLevel: VIDA:
LogPlayLevel: VIDA: VIDA.exe!FWindowsPlatformMisc::PumpMessages() (0x000000013f5b1de6) + 0 bytes [UnknownFile:0]
LogPlayLevel: VIDA:
LogPlayLevel: VIDA: VIDA.exe!FEngineLoop::Tick() (0x000000013f2c616e) + 0 bytes [UnknownFile:0]
LogPlayLevel: VIDA:
LogPlayLevel: VIDA: VIDA.exe!GuardedMain() (0x000000013f2b7e0c) + 0 bytes [UnknownFile:0]
LogPlayLevel: VIDA:
LogPlayLevel: VIDA: VIDA.exe!GuardedMainWrapper() (0x000000013f2b7e5a) + 0 bytes [UnknownFile:0]
LogPlayLevel: VIDA:
LogPlayLevel: VIDA: VIDA.exe!WinMain() (0x000000013f2c8079) + 0 bytes [UnknownFile:0]
LogPlayLevel: VIDA:
LogPlayLevel: VIDA: VIDA.exe!__tmainCRTStartup() (0x0000000141cfbce1) + 21 bytes [f:\dd\vctools\crt\crtw32\dllstuff\crtexe.c:618]
LogPlayLevel: VIDA:
LogPlayLevel: VIDA: kernel32.dll!UnknownFunction (0x0000000076b259ed) + 0 bytes [UnknownFile:0]
LogPlayLevel: VIDA:
LogPlayLevel: VIDA: ntdll.dll!UnknownFunction (0x0000000076d5c541) + 0 bytes [UnknownFile:0]
LogPlayLevel: VIDA:
LogPlayLevel: VIDA: ntdll.dll!UnknownFunction (0x0000000076d5c541) + 0 bytes [UnknownFile:0]
LogPlayLevel: VIDA:
LogPlayLevel: VIDA:
LogPlayLevel: VIDA: end: stack for UAT
LogPlayLevel: InternalUtils.SafeFindFiles: SafeFindFiles C:\Users\creasso\AppData\Local\Temp\D+Program+Files+Unreal+Engine+4.7\Logs * False
LogPlayLevel: InternalUtils.FindFiles: FindFiles C:\Users\creasso\AppData\Local\Temp\D+Program+Files+Unreal+Engine+4.7\Logs * False
LogPlayLevel: InternalUtils.SafeCopyFile: SafeCopyFile C:\Users\creasso\AppData\Local\Temp\D+Program+Files+Unreal+Engine+4.7\Logs\Client.log D:\Program Files\Unreal Engine\4.7\Engine\Programs\AutomationTool\Saved\Logs\Client.log
LogPlayLevel: BuildCommand.Execute: ERROR: BUILD FAILED
LogPlayLevel: Program.Main: ERROR: AutomationTool terminated with exception:
LogPlayLevel: Program.Main: ERROR: Exception in AutomationScripts.Automation: Client exited with error code: 3
LogPlayLevel: Stacktrace:    em Project.RunStandaloneClient(List`1 DeployContextList, String ClientLogFile, ERunOptions ClientRunFlags, String ClientApp, String ClientCmdLine, ProjectParams Params)
LogPlayLevel:    em Project.RunInternal(ProjectParams Params, String ServerLogFile, String ClientLogFile)
LogPlayLevel:    em Project.Run(ProjectParams Params)
LogPlayLevel:    em BuildCookRun.DoBuildCookRun(ProjectParams Params)
LogPlayLevel:    em BuildCommand.Execute()
LogPlayLevel:    em AutomationTool.Automation.Execute(List`1 CommandsToExecute, CaselessDictionary`1 Commands)
LogPlayLevel:    em AutomationTool.Automation.Process(String] CommandLine)
LogPlayLevel:    em AutomationTool.Program.MainProc(Object Param)
LogPlayLevel:    em AutomationTool.InternalUtils.RunSingleInstance(MainProc Main, Object Param)
LogPlayLevel:    em AutomationTool.Program.Main()
LogPlayLevel: Program.Main: ERROR: Client exited with error code: 3
LogPlayLevel: ProcessManager.KillAll: Trying to kill 0 spawned processes.
LogPlayLevel: Program.Main: AutomationTool exiting with ExitCode=1
LogPlayLevel: Domain_ProcessExit
LogPlayLevel: ProcessManager.KillAll: Trying to kill 0 spawned processes.
LogPlayLevel: copying UAT log files...
LogPlayLevel: RunUAT.bat ERROR: AutomationTool was unable to run successfully.
LogPlayLevel: Completed Launch On Stage: Run Task, Time: 87.502218
LogPlayLevel: BUILD FAILED
PackagingResults:Error: Error Launch failed! Unknown Error

Additional info:

> Did a check on my packaging/build configuration, I’ve seen that my previous 4.6.1 configuration pointed to “don’t use the monolithic PAK file”, so, switched to use the PAK (lots of guessing, if we’ll have DLCs soon, why still bother about individual assets?)…

After this:
> When using the VS configuration “Development” AND Cooking the content directly from the command File>Cook Content for Windows there is no crash. (Just the game.)
> When doing a manual cook (File>Cook Content for Windows) and after Launching from Editor got no crashes.
> Ordering a “Package the Game” and after running the release got no crashes.

QUESTION: Could the “dont use PAKs” be the guilty one? Reverting here to test… results soon… :smiley:

Packaging, Launching, PIE or Playing Standalone the project after this “fix” doesn’t produces crashes until using individual .uassets.

LOL…

9b6febe2eb44859d7b0c73731440d19f24f85b9a.jpeg

I “guess” that could be some sort of new packaging rule you’ve implemented to allow DLC, but I have no idea that I should need to “force” the need of some asset overriding detection.

Thanks.

I saw you credited me on the AnswerHub post for reporting this… As much as I like taking credit (ha, ha…) the bug I reported has not been marked as resolved. So whatever has been fixed in 4.7.1 coincidentally fixed your issue or perhaps something you did on your own. Normally I would just let this ride, however, I’m curious to see if the developers will be able to identify and resolve your original issue in case someone else comes across the same problem.

In any event, I’m glad to hear you are back up and running!