4.16 Released!

Having some fun with Nvidia VXGI on 4.16.2 while casting Volumetric shadows. Lovely !

I too have this crash every now on then on my dedicated server running 4.16.2. Seems to have something to do with unpacking/serializing the content.

Many crash in VR for us in 4.16.2. We’re now back on 4.15.3.

Move back to 4.17 Preview :smiley:

I got this one too :frowning:

This one we are having too :confused:

Fatal Error

There is definitely something wierd going on there when the engine attempts to read or serialize content from the pak file. At the assertion break the WaitEvent / Trigger event reference/value is null, as well as almost all variables in that section.

      if (WaitEvent)
      {
          WaitEvent->Trigger();
      }

Resulting in crash: EXCEPTION_ACCESS_VIOLATION reading address 0xffffffff

Let us know if you figure anything out, this has been shipping breaking for weeks now. :frowning:
The breakpoint can vary when it crashes:

Game.exe!FSafeRecyclableEvent::Trigger() [h:\unrealengine-release\engine\source\runtime\core\private\misc\eventpool.h:50]
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]

Hey all ;
We fixed it on our end! This may or may not work for others

  • First we took the game level wich only consists of a couple actors, a few dozen meshes and a postprocess volume then he rebuilt it by creating an empty level and drag dropping everything back in.

-More importantly we went to
Project Settings > Packaging > List of Maps to Include in a package build > + And added all our levels that where in our persistant level. Basically all the levels for the whole game.

Not only did this reduce the packaged build size by about 1 gigabyte but also the error and crash are now gone :smiley:

Hopefully this helps some peoples.
Good luck all :slight_smile:

Anybody has this kind of rendering issues on UE 4.16.2, MacBook Pro late 2016, radeon 460, Mac OS X 10.12.6? The same project is fine on UE 4.15 …

Posted also on UE4 answer hub here: Z-fighting / shadow acne on macbook / radeon on ue 4.16 - Platform & Builds - Epic Developer Community Forums

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 :frowning:

=== 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.

UPDATE!

The 4.16.3 Hotfix is now live! This hotfix resolves a number of important issues in the 4.16 release.

Special Note
This hotfix disables PCM by default (the new PhysX contact generation algorithm) due to jitter issues in 4.16. If desired, you can re-enabled it by navigating to Project Settings > Physics > Simulation > Enable PCM.

Fixed in 4.16.3

Fixed! UE-46663 The sphere in the rolling template bounces repeatedly on contact with the floor due to collision
Fixed! UE-46487 Component overlap tests against assets consider only the first collision shape in the asset, causing incorrect overlap events for swept movement
Fixed! UE-46595 Package fails to load due to EditorOnly data when launched onto Mac or Windows
Fixed! UE-47332 Case of “iOS” folders is inconsistent
Fixed! UE-47433 Rare server crash in FMallocBinned2::FPoolInfo::AllocateRegularBlock due to memory corruption
Fixed! UE-47625 Mac Build machines continuously fails to sign iOS/tvOS binaries
Fixed! UE-47657 Linux - Steaming Levels not being triggered
Fixed! UE-46534 Cannot call blueprint events on CDO
Fixed! UE-46974 [CrashReport] Tutorial crash UObject::execLetValueOnPersistentFrame()
Fixed! UE-45570 Android mediaplayer does not disable audio if track set to INDEX_NONE
Fixed! UE-46134 Invalid > at the end of android:hardwareAccelerated in AndroidManifest.xml
Fixed! UE-46539 Need to remove dependency on log2 on Android for older versions
Fixed! UE-46512 AAR and JAR dependency versions with 0 in version not handled properly
Fixed! UE-45559 [CrashReport] Access violation in UE4Editor_Engine!FDistanceFieldAsyncQueue::ProcessAsyncTasks()
Fixed! UE-46650 “When Finished” Section property does not serialize correctly
Fixed! UE-46930 [CrashReport] UE4Editor_MovieSceneCapture!FormatForEDL() [moviescenecapturehelpers.cpp:216]
Fixed! UE-46840 Unable to Save or Close Editor after Copying .FBX to Content Folder via Project Directory
Fixed! UE-46391 [CrashReport] Crash related to mesh reimport - UE4Editor_UnrealEd!UpdateSomeLodsImportMeshData()
Fixed! UE-46933 Building lighting can reset the package localization ID for a world
Fixed! UE-46403 Localization is gathering from instanced sub-widgets

REMEMBER: Please report any new bugs you find by following the How To Report a Bug Guide

Will be the PCM fixed in the 4.17 or ?

The updates of the version just disable, not sure if that is the best idea at all.

[QUOTE= Ellis;744016]
UPDATE!

Special Note
This hotfix disables PCM by default (the new PhysX contact generation algorithm) due to jitter issues in 4.16. If desired, you can re-enabled it by navigating to Project Settings > Physics > Simulation > Enable PCM.

Thank god. MJ Fox simulator was not fun.

I upgrading to the 4.16.3 version tonight from 4.16.2 and my project no longer opens. It opened one but no longer. It gets to 92% and crashes.
I tried an older version i backed up on Drop box a few weeks ago and it is behaving the same way. There’s not a whole lot in the level mostly just vehicle I’m working on.

I tried uninstalling 4.16 altogether and re downloading but the same result. Is 4.16.2 downloadable somewhere?
Thanks,

**update: Clearing my cache seems to have fixed my issue

C:\Users[username]\AppData\Local\UnrealEngine**

This crash still happens on servertravel in 4.16.3

"
Error: Assertion failed: !Block.RawRequest && !Block.Processed && !Block.Raw && !Block.CPUWorkGraphEvent.GetReference() && !Block.ProcessedSize && !Block.RawSize && !Block.bCPUWorkIsComplete [File:H:\UnrealEngine-release\Engine\Source\Runtime\PakFile\Private\IPlatformFilePak.cpp] [Line: 3013]

"

Did anyone resolve this issue of

Error: Assertion failed: !Block.RawRequest && !Block.Processed && !Block.Raw && !Block.CPUWorkGraphEvent.GetReference() && !Block.ProcessedSize && !Block.RawSize && !Block.bCPUWorkIsComplete [File:H:\UnrealEngine-release\Engine\Source\Runtime\PakFile\Private\IPlatformFilePak.cpp]

I think making a shipping build or making the Development build with packaging chunks seems to have made my build more stable.

Bump! This issue is still in 4.17
>Error: Assertion failed: !Block.RawRequest && !Block.Processed && !Block.Raw && !Block.CPUWorkGraphEvent.GetReference() && !Block.ProcessedSize && !Block.RawSize && !Block.bCPUWorkIsComplete [File:H:\UnrealEngine-release\Engine\Source\Runtime\PakFile\Private\IPlatformFilePak.cpp]

Don’t know what is the solution for this problem…

Can people with this issues start posting the system specs they are getting this Assertion Failed Crash?

I’m getting it on the Microsoft Surface.

Fatal error: [File:D:\Build++UE4+Release-4.17+Compile\Sync\Engine\Source\Runtime\RenderCore\Private\RenderingThread.cpp] [Line: 811]
[2017.12.09-00.07.51:288][511]LogWindows: Error: Rendering thread exception:
[2017.12.09-00.07.51:288][511]LogWindows: Error: Assertion failed: !Block.RawRequest && !Block.Processed && !Block.Raw && !Block.CPUWorkGraphEvent.GetReference() && !Block.ProcessedSize && !Block.RawSize && !Block.bCPUWorkIsComplete [File:D:\Build++UE4+Release-4.17+Compile\Sync\Engine\Source\Runtime\PakFile\Private\IPlatformFilePak.cpp] [Line: 3019]
[2017.12.09-00.07.51:288][511]LogWindows: Error:
[2017.12.09-00.07.51:288][511]LogWindows: Error:
[2017.12.09-00.07.51:288][511]LogWindows: Error:
[2017.12.09-00.07.51:288][511]LogWindows: Error: KERNELBASE.dll!0x00000000FD929E5D
[2017.12.09-00.07.51:288][511]LogWindows: Error: PostworldGame.exe!FOutputDeviceWindowsError::Serialize()
[2017.12.09-00.07.51:288][511]LogWindows: Error: PostworldGame.exe!FOutputDevice::Logf__VA()
[2017.12.09-00.07.51:288][511]LogWindows: Error: PostworldGame.exe!FDebug::AssertFailed()
[2017.12.09-00.07.51:288][511]LogWindows: Error: PostworldGame.exe!FPakAsyncReadFileHandle::StartBlock()
[2017.12.09-00.07.51:288][511]LogWindows: Error: PostworldGame.exe!FPakAsyncReadFileHandle::ReadRequest()
[2017.12.09-00.07.51:288][511]LogWindows: Error: PostworldGame.exe!FTexture2DResource::LoadMipData()
[2017.12.09-00.07.51:288][511]LogWindows: Error: PostworldGame.exe!FTexture2DResource::UpdateMipCount()
[2017.12.09-00.07.51:288][511]LogWindows: Error: PostworldGame.exe!TGraphTask<FTexture2DResource::BeginUpdateMipCount'::2’::EURCMacro_UpdateMipCountCommand>::ExecuteTask()
[2017.12.09-00.07.51:288][511]LogWindows: Error: PostworldGame.exe!FNamedTaskThread::ProcessTasksNamedThread()
[2017.12.09-00.07.51:288][511]LogWindows: Error: PostworldGame.exe!FNamedTaskThread::ProcessTasksUntilQuit()
[2017.12.09-00.07.51:288][511]LogWindows: Error: PostworldGame.exe!RenderingThreadMain()
[2017.12.09-00.07.51:288][511]LogWindows: Error: PostworldGame.exe!FRenderingThread::Run()
[2017.12.09-00.07.51:288][511]LogWindows: Error: PostworldGame.exe!FRunnableThreadWin::Run()
[2017.12.09-00.07.51:288][511]LogWindows: Error: PostworldGame.exe!FRunnableThreadWin::GuardedRun()
[2017.12.09-00.07.51:288][511]LogWindows: Error: kernel32.dll!0x000000007772652D
[2017.12.09-00.07.51:288][511]LogWindows: Error: ntdll.dll!0x000000007785C541
[2017.12.09-00.07.51:288][511]LogWindows: Error: ntdll.dll!0x000000007785C541

Something is wrong with Loading mip Data. What to do?