[4.11 preview 2] map crashes on load after preview 2 install

After I installed preview 2 update, my map stopped loading. Would love to roll back to preview 1 so I can keep working :slight_smile:

[2016.01.13-07.39.29:227][797]LogWindows:Error: === Critical error: ===
Assertion failed: NewProperty [File:D:\BuildFarm\buildmachine_++UE4+Release-4.11\Engine\Source\Editor\KismetCompiler\Private\KismetCompiler.cpp] [Line: 665]

[2016.01.13-07.39.29:269][797]LogExit: Executing StaticShutdownAfterError
[2016.01.13-07.39.29:276][797]LogWindows: FPlatformMisc::RequestExit(1)
[2016.01.13-07.39.29:276][797]Log file closed, 01/12/16 23:39:29

Hi paingate,

Please copy information in Crash Reporter window after this crash occurs and paste it in a reply here, including Machine ID or Epic ID. Make sure to hit Send. Then get logs from project’s \Saved\Logs folder, them up, and attach them. Thanks!

MachineId:A30D9EC9462D8E0F760F118B2A4E1007
EpicAccountId:614565e5489a4ab08c027f49ff179aec

Assertion failed: NewProperty [File:D:\BuildFarm\buildmachine_++UE4+Release-4.11\Engine\Source\Editor\KismetCompiler\Private\KismetCompiler.cpp] [Line: 665]

UE4Editor_Core!FDebug::AssertFailed() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\core\private\misc\outputdevice.cpp:430]
UE4Editor_KismetCompiler!FKismetCompilerContext::CreatePropertiesFromList() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\editor\kismetcompiler\private\kismetcompiler.cpp:667]
UE4Editor_KismetCompiler!FKismetCompilerContext::CreateLocalVariablesForFunction() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\editor\kismetcompiler\private\kismetcompiler.cpp:863]
UE4Editor_KismetCompiler!FKismetCompilerContext::PrecompileFunction() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\editor\kismetcompiler\private\kismetcompiler.cpp:1393]
UE4Editor_KismetCompiler!FKismetCompilerContext::Compile() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\editor\kismetcompiler\private\kismetcompiler.cpp:3262]
UE4Editor_KismetCompiler!FKismet2CompilerModule::CompileBlueprintInner() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\editor\kismetcompiler\private\kismetcompilermodule.cpp:100]
UE4Editor_KismetCompiler!FKismet2CompilerModule::CompileBlueprint() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\editor\kismetcompiler\private\kismetcompilermodule.cpp:192]
UE4Editor_UnrealEd!FKismetEditorUtilities::RecompileBlueprintBytecode() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\editor\unrealed\private\kismet2\kismet2.cpp:921]
UE4Editor_Engine!UBlueprintGeneratedClass::ConditionalRecompileClass() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\engine\private\blueprintgeneratedclass.cpp:232]
UE4Editor_CoreUObject!::operator()() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\coreuobject\private\blueprint\blueprintsupport.cpp:141]
UE4Editor_CoreUObject!FScopedClassDependencyGather::~FScopedClassDependencyGather() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\coreuobject\private\blueprint\blueprintsupport.cpp:162]
UE4Editor_CoreUObject!FLinkerLoad::CreateExport() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\coreuobject\private\uobject\linkerload.cpp:3934]
UE4Editor_CoreUObject!FLinkerLoad::IndexToObject() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\coreuobject\private\uobject\linkerload.cpp:4118]
UE4Editor_CoreUObject!FLinkerLoad::CreateExport() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\coreuobject\private\uobject\linkerload.cpp:3636]
UE4Editor_CoreUObject!FLinkerLoad::CreateExportAndPreload() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\coreuobject\private\uobject\linkerload.cpp:2760]
UE4Editor_CoreUObject!FLinkerLoad::LoadAllObjects() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\coreuobject\private\uobject\linkerload.cpp:2868]
UE4Editor_CoreUObject!LoadPackageInternal() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\coreuobject\private\uobject\uobjectglobals.cpp:1134]
UE4Editor_CoreUObject!LoadPackageInternal() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\coreuobject\private\uobject\uobjectglobals.cpp:1258]
UE4Editor_UnrealEd!UEditorEngine::Map_Load() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\editor\unrealed\private\editorserver.cpp:2392]
UE4Editor_UnrealEd!UEditorEngine::HandleMapCommand() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\editor\unrealed\private\editorserver.cpp:5946]
UE4Editor_UnrealEd!UEditorEngine::Exec() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\editor\unrealed\private\editorserver.cpp:5436]
UE4Editor_UnrealEd!UUnrealEdEngine::Exec() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\editor\unrealed\private\unrealedsrv.cpp:744]
UE4Editor_UnrealEd!FEditorFileUtils::LoadMap() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\editor\unrealed\private\filehelpers.cpp:2070]
UE4Editor_UnrealEd!FEditorFileUtils::LoadDefaultMapAtStartup() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\editor\unrealed\private\filehelpers.cpp:3282]
UE4Editor_UnrealEd!FUnrealEdMisc::OnInit() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\editor\unrealed\private\unrealedmisc.cpp:299]
UE4Editor_UnrealEd!EditorInit() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\editor\unrealed\private\unrealed.cpp:86]
UE4Editor!GuardedMain() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\launch\private\launch.cpp:133]
UE4Editor!GuardedMainWrapper() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\launch\private\windows\launchwindows.cpp:126]
UE4Editor!WinMain() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\launch\private\windows\launchwindows.cpp:200]
UE4Editor!__scrt_common_main_seh() [f:\dd\vctools\crt\vcstartup\src\startup\exe_common.inl:264]
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Hi paingate,

If you remove supergrid from your project, are you able to open map without crashing? I see a significant amount of warnings specifically for supergrid assets.

I just tried opening level with supergrid folder removed from content and no go…still crashes on open. I also tried making a new map and bringing some of supergrid stuff that is spitting errors in log and that new blank map functions fine and can also be saved and re opened with that stuff in it.

What changes were made to map before this crash started occurring? What specifically is contained within map in question? Was it simply updating to preview 2 or did map open on preview 2 before this crash occurred? Do you have a sample project that this is occurring in I can take a look at or could you provide .umap file so I can test this in a clean, blank project with no additional content?

If you want to roll back to 4.11 preview 1 it is possible. You will have to pull preview from github and compile editor from source to do so. It is, however, not advised to actively develop on preview builds. These builds are meant to act as a preview of what is coming within a major release and many of features/systems are not fully tested and at a higher risk for crashes/corruption. We recommend keeping projects that you are actively developing on full releases, instead.

Everything was working great in preview 1. All I did was update and then couldn’t open level after update.

I’m trying to pull down 4.11 preview 1 from github but I’m only seeing a 4.11
https://github.com/EpicGames/UnrealEngine/tree/4.11

If that’s not right link can you point me towards correct one? Also if this error is completely untraceable will I be able to update to release 4.11 or am I locked to preview 1 version?

Try this link:
https://github.com/EpicGames/UnrealEngine/tree/4.11.0-preview-1

roll back worked…level opens fine in 4.11 preview 1 That was first time building from source for me and process was painless :slight_smile: I’m using a batch file to link project to preview 1 engine.

Regarding crash, what does line 665 reference in engine? Is there a blueprint function that I can look into inside my project that is related to that line? Maybe I just have to clean up some of my logic as its highly likely I’m doing some oddball stuff in most of my blueprints. Learn or burn :slight_smile:

Assertion failed: NewProperty [File:D:\BuildFarm\buildmachine_++UE4+Release-4.11\Engine\Source\Editor\KismetCompiler\Private\KismetCompiler.cpp] [Line: 665]

What types of functionality do you have set up in your blueprints? Are there any blueprints that, if removed from project, stop crash from occurring?

Whatever was causing crash must have been a known bug. I just downloaded preview 3 and everything is good to go!

I’m happy to hear this is no longer occurring for you! If it does show back up, please feel free to post back here and I’ll be happy to take another look.