Hmm no difference over here. Not using any level streaming tho since our project is a multiplayer game, only servertravel loads.
I created new levels and pasted in the actors from the old ones and rewrote all levels in the entire project, and all levels are added and setup in the map list as well as in the config files.
Sill crashes ![]()
=== Critical error: ===
Fatal error!
Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x00000010
Game.exe!FPakProcessedReadRequest::RequestIsComplete() [h:\unrealengine-release\engine\source\runtime\pakfile\private\iplatformfilepak.cpp:2738]
Game.exe!FPakAsyncReadFileHandle:: DoProcessing() [h:\unrealengine-release\engine\source\runtime\pakfile\private\iplatformfilepak.cpp:3079]
Game.exe!TGraphTask<FAsyncIOCPUWorkTask>::ExecuteTask() [h:\unrealengine-release\engine\source\runtime\core\public\async askgraphinterfaces.h:886]
Game.exe!FTaskThreadAnyThread::ProcessTasks() [h:\unrealengine-release\engine\source\runtime\core\private\async askgraph.cpp:1277]
Game.exe!FTaskThreadAnyThread::ProcessTasksUntilQuit() [h:\unrealengine-release\engine\source\runtime\core\private\async askgraph.cpp:1171]
Game.exe!FTaskThreadBase::Run() [h:\unrealengine-release\engine\source\runtime\core\private\async askgraph.cpp:643]
Game.exe!FRunnableThreadWin::Run() [h:\unrealengine-release\engine\source\runtime\core\private\windows\windowsrunnablethread.cpp:76]
Game.exe!FRunnableThreadWin::GuardedRun() [h:\unrealengine-release\engine\source\runtime\core\private\windows\windowsrunnablethread.cpp:33]
kernel32.dll!0x0000000076E9652D
ntdll.dll!0x00000000770CC541
ntdll.dll!0x00000000770CC541
Crash in runnable thread TaskGraphThreadNP 1
LogExit: Executing StaticShutdownAfterError
LogWindows: FPlatformMisc::RequestExit(1)
Sometimes the crash looks like this as well:
Error: Runnable thread TaskGraphThreadNP 1 crashed.
=== Critical error: ===
Fatal error: [File:H:\UnrealEngine-release\Engine\Source\Runtime\Core\Private\Windows\WindowsPlatformMisc.cpp] [Line: 482]
Pure virtual function being called
KERNELBASE.dll!0x00000000FD149E5D
Game.exe!FOutputDeviceWindowsError::Serialize() [h:\unrealengine-release\engine\source\runtime\core\private\windows\windowsplatformoutputdevices.cpp:120]
Game.exe!FOutputDevice::Logf__VA() [h:\unrealengine-release\engine\source\runtime\core\private\misc\outputdevice.cpp:70]
Game.exe!FDebug::AssertFailed() [h:\unrealengine-release\engine\source\runtime\core\private\misc\assertionmacros.cpp:349]
VCRUNTIME140.dll!0x00000000EE5C4A74
Game.exe!FPakProcessedReadRequest::RequestIsComplete() [h:\unrealengine-release\engine\source\runtime\pakfile\private\iplatformfilepak.cpp:2740]
Game.exe!FPakAsyncReadFileHandle:: DoProcessing() [h:\unrealengine-release\engine\source\runtime\pakfile\private\iplatformfilepak.cpp:3079]
Game.exe!TGraphTask<FAsyncIOCPUWorkTask>::ExecuteTask() [h:\unrealengine-release\engine\source\runtime\core\public\async askgraphinterfaces.h:886]
Game.exe!FTaskThreadAnyThread::ProcessTasks() [h:\unrealengine-release\engine\source\runtime\core\private\async askgraph.cpp:1277]
Game.exe!FTaskThreadAnyThread::ProcessTasksUntilQuit() [h:\unrealengine-release\engine\source\runtime\core\private\async askgraph.cpp:1171]
Game.exe!FTaskThreadBase::Run() [h:\unrealengine-release\engine\source\runtime\core\private\async askgraph.cpp:643]
Game.exe!FRunnableThreadWin::Run() [h:\unrealengine-release\engine\source\runtime\core\private\windows\windowsrunnablethread.cpp:76]
Game.exe!FRunnableThreadWin::GuardedRun() [h:\unrealengine-release\engine\source\runtime\core\private\windows\windowsrunnablethread.cpp:33]
kernel32.dll!0x0000000076E9652D
ntdll.dll!0x00000000770CC541
ntdll.dll!0x00000000770CC541
Crash in runnable thread TaskGraphThreadNP 1
EDIT: All servertravel crashes seems to be gone in 4.17 preview 3. Still looking into it tho.