[4.5.1] Level Loading Crash

In my current project we have been using a simple respawn script which reloads the existing level using the UGamePlayStatics OpenLevel command, and then loads in the player’s stats and data from a file. Recently I implemented a basic main menu, contained within a separate map. It appeared to work fine, but there are several issues during transition between the two levels. I assume this is a play-in-editor issue so I ignored it for the time being. However, even my previously working respawning script does not work now. The game simply crashes to a kernelbase.pdb not loaded error upon death. I can try rolling back to an older version of the code, but a fix would be more convenient.

Hey -

To help us investigate the crash there are a few questions I’d like to ask. Does the crash happen when reloading the current level or when loading from one level to another one? If you remove the main menu do you still experience the crash? Do you have the same crash problem in a new project? Does the crash occur if you update a copy of your project to the latest engine version (4.7.2)?

Additionally, could you post the callstack that appears at the time of the crash as well as the log files in the …/project/Saved/Logs folder? The most recent log file after the crash would be the most useful.

Cheers

It appears to crash whenever the main level transitions, be it loading back to the main menu or reloading itself. It does still break after deleting the main menu level. The crash does not occur in a new project with basic level transition functionality added. I am currently downloading 4.7.2 but I am not sure if I will even be able to build my project in 4.7 since a lot has changed from a code standpoint.

Call Stack
Log

In 4.7.2 I managed to get my game somewhat functional, but it still breaks upon trying to reload the level. The call stack is as follows.

 	KernelBase.dll!000007fefcdb3ca2()	Unknown
>	UE4Editor-Engine.dll!UEngine::Browse(FWorldContext & WorldContext, FURL URL, FString & Error) Line 8118	C++
 	UE4Editor-Engine.dll!UEngine::TickWorldTravel(FWorldContext & Context, float DeltaSeconds) Line 8311	C++
 	UE4Editor-UnrealEd.dll!UEditorEngine::Tick(float DeltaSeconds, bool bIdleMode) Line 1267	C++
 	UE4Editor-UnrealEd.dll!UUnrealEdEngine::Tick(float DeltaSeconds, bool bIdleMode) Line 347	C++
 	UE4Editor.exe!FEngineLoop::Tick() Line 2257	C++
 	UE4Editor.exe!GuardedMain(const wchar_t * CmdLine, HINSTANCE__ * hInInstance, HINSTANCE__ * hPrevInstance, int nCmdShow) Line 142	C++
 	UE4Editor.exe!WinMain(HINSTANCE__ * hInInstance, HINSTANCE__ * hPrevInstance, char * __formal, int nCmdShow) Line 191	C++
 	[External Code]

Hey -

Does the crash occur when traveling to the main level (as opposed to traveling from it)? Could you also post a screenshot of your code/blueprint that handles level travel so that I can try to reproduce the crash on my end?

Thanks

The crash doesn’t seem to occur when travelling to the main level. I am assuming that the level or player blueprint has become damaged in some way. This is especially likely considering I cannot build or launch the game. I will try recompiling and rebuilding some of the files with some backups I have and hope for the best. As for my code, it’s simple enough.

	UGameplayStatics::OpenLevel(this, TEXT("World'/Game/Maps/MM.MM'"), false);

I have managed to fix the problems on my end with some backups and such. Not sure what caused it, but it is fixed at least. Still having some weird problems with level transition, but the crash is solved.

1 Like

can any one help me i have this when i load the level called starte map from first person

MachineId:B4BBDE3C474661D294294790A5A184A2
EpicAccountId:bb3c8ef499274c34abe833bb0698de9e

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

Assertion failed: FCompression::UncompressMemory( Flags, Dest, Chunk.UncompressedSize, CompressedBuffer, Chunk.CompressedSize, (Padding > 0) ? true : false ) [File:D:\BuildFarm\buildmachine_++depot+UE4-Releases+4.7\Engine\Source\Runtime\Core\Pri

KERNELBASE + 109229 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_Core!FArchive::SerializeCompressed() + 961 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\core\private\serialization\archive.cpp:394]
UE4Editor_CoreUObject!FUntypedBulkData::SerializeBulkData() + 172 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\coreuobject\private\serialization\bulkdata.cpp:1009]
UE4Editor_CoreUObject!FUntypedBulkData::LoadDataIntoMemory() + 123 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\coreuobject\private\serialization\bulkdata.cpp:1113]
UE4Editor_CoreUObject!FUntypedBulkData::DetachFromArchive() + 147 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\coreuobject\private\serialization\bulkdata.cpp:893]
UE4Editor_CoreUObject!ULinkerLoad::DetachAllBulkData() + 233 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\coreuobject\private\uobject\linkerload.cpp:3933]
UE4Editor_CoreUObject!ULinkerLoad::Detach() + 27 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\coreuobject\private\uobject\linkerload.cpp:3849]
UE4Editor_CoreUObject!ResetLoaders() + 1245 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\coreuobject\private\uobject\linker.cpp:388]
UE4Editor_CoreUObject!UObject::Rename() + 842 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\coreuobject\private\uobject\obj.cpp:130]
UE4Editor_Engine!UWorld::RenameToPIEWorld() + 288 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\engine\private\world.cpp:2020]
UE4Editor_Engine!UEngine::LoadMap() + 7043 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\engine\private\unrealengine.cpp:8933]
UE4Editor_Engine!UEngine::Browse() + 1442 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\engine\private\unrealengine.cpp:8144]
UE4Editor_Engine!UEngine::TickWorldTravel() + 813 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\engine\private\unrealengine.cpp:8311]
UE4Editor_UnrealEd!UEditorEngine::Tick() + 3829 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\editor\unrealed\private\editor.cpp:1267]
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]

Hey -

Which version of the engine are you using? Are you using source code from GitHub or the binary version of the engine from the Launcher? Did this crash occur when opening a new project or when switching levels inside the project? Do you also crash when using a template other than the First Person Template? Let me know if there’s any additional information you can provide about the crash including the log files from the project’s Saved->Logs folder.

Cheers

4.7.6
binary version
switching levels


Is there anything added to the project you’re using? I created a first person template project and was able to open the Starter Map level without a crash. Let me know if you get the crash in a new project with no additional content as well.

i do not have crash at all in new project . i need your help

So it’s my understanding that the crash is only happening in your project? Was there anything that was changed recently before the crash started happening? does the crash happen when switching between levels other than Starter Map? Can you also post the log files from the crash which are in the Saved->Logs folder of the project directory.

when i switch to other level other than strter map i have no crash

Log file open, 04/28/15 12:25:54 LogInit:Display: Running engine for game: zainab LogInit: Version: 4.7.6-2513093+++depot+UE4-Releases+4.7 LogInit: API Version: 2455222 LogInit: Compiled (64-bit): Apr 15 2015 12:09:54 LogInit: Compiled with Visual C++: 18.00.21005.01 LogInit: Build Configuration: Development LogInit: Branch Name: ++depot+UE4-Releases+4.7 LogInit: Command line:
LogInit: Base directory: C:/Program Files/Epic Games/4.7/Engine/Binaries/Win64/ LogInit: Rocket: 1 [2015.04.28-19.25.54:192][ 0]LogTaskGraph: Started task graph with 3 named threads and 4 total threads. [2015.04.28-19.25.54:273][ 0]LogOnline:Warning: No default platform service specified for OnlineSubsystem [2015.04.28-19.25.54:356][ 0]LogInit: Presizing for 0 objects not considered by GC, pre-allocating 0 bytes. [2015.04.28-19.25.54:397][ 0]LogInit: Object subsystem initialized [2015.04.28-19.25.54:405][ 0]LogConsoleResponse:Warning: Skipping Unknown console variable: ‘UIScaleRule = ShortestSide’ [2015.04.28-19.25.54:405][ 0]LogConsoleResponse:Warning: Found in ini file ‘C:/Users/sony/Desktop/zainab/Saved/Config/Windows/Engine.ini’, in section ‘[/Script/Engine.RendererSettings]’ [2015.04.28-19.25.54:405][ 0]LogConsoleResponse:Warning: Skipping Unknown console variable: ‘UIScaleCurve = (EditorCurveData=(Keys=),ExternalCurve=None)’ [2015.04.28-19.25.54:405][ 0]LogConsoleResponse:Warning: Found in ini file ‘C:/Users/sony/Desktop/zainab/Saved/Config/Windows/Engine.ini’, in section ‘[/Script/Engine.RendererSettings]’ [2015.04.28-19.25.54:407][ 0]LogInit: Selected Device Profile: [Windows] [2015.04.28-19.25.54:407][ 0]LogInit: Applying CVar settings loaded from the selected device profile: [Windows] [2015.04.28-19.25.54:438][ 0]LogInit: Computer: SONY-PC [2015.04.28-19.25.54:438][ 0]LogInit: User: sony [2015.04.28-19.25.54:438][ 0]LogInit: CPU Page size=4096, Cores=2 [2015.04.28-19.25.54:438][ 0]LogInit: High frequency timer resolution =1.656435 MHz [2015.04.28-19.25.54:439][ 0]LogMemory: Memory total: Physical=3.9GB (4GB approx) Virtual=8192.0GB [2015.04.28-19.25.54:440][ 0]LogMemory: Platform Memory Stats for Windows [2015.04.28-19.25.54:440][ 0]LogMemory: Process Physical Memory: 47.96 MB used, 47.96 MB peak [2015.04.28-19.25.54:440][ 0]LogMemory: Process Virtual Memory: 27.75 MB used, 27.75 MB peak [2015.04.28-19.25.54:440][ 0]LogMemory: Physical Memory: 2019.43 MB used, 3998.36 MB total [2015.04.28-19.25.54:440][ 0]LogMemory: Virtual Memory: 282.10 MB used, 8388608.00 MB total [2015.04.28-19.25.54:632][ 0]LogD3D11RHI: Found D3D11 adapter 0: Intel(R) HD Graphics 4000 (Feature Level 11_0) [2015.04.28-19.25.54:632][ 0]LogD3D11RHI: Adapter has 64MB of dedicated video memory, 0MB of dedicated system memory, and 1632MB of shared system memory, 1 output[s] [2015.04.28-19.25.54:632][ 0]LogD3D11RHI: Chosen D3D11 Adapter Id = 0 [2015.04.28-19.25.54:651][ 0]LogRHI: Texture pool is 616 MB (70% of 880 MB) [2015.04.28-19.25.54:748][ 0]LogD3D11RHI: Async texture creation enabled [2015.04.28-19.25.54:944][ 0]LogTextLocalizationManager: The requested culture (‘en_US’) has no localization data; parent culture’s (‘en’) localization data will be used. [2015.04.28-19.25.55:246][ 0]LogTextLocalizationManager:Warning: Loading localization resources contain conflicting entries for (Namespace:UICommands, Key:Save_ToolTip): Resource: (C:/Program Files/Epic Games/4.7/Engine/Content/Localization/Editor/en/Editor.locres) Hash: (-29098895) String: (Saves the current level to disk) Resource: (C:/Program Files/Epic Games/4.7/Engine/Content/Localization/Engine/en/Engine.locres) Hash: (-1280300587) String: (Save selected data to vlog file) [2015.04.28-19.25.55:246][ 0]LogTextLocalizationManager:Warning: Loading localization resources contain conflicting entries for (Namespace:ContentBrowser, Key:ImportAssetToolTip): Resource: (C:/Program Files/Epic Games/4.7/Engine/Content/Localization/Editor/en/Editor.locres) Hash: (-630476809) String: (Import to {0}…) Resource: (C:/Program Files/Epic Games/4.7/Engine/Content/Localization/Editor/en/Editor.locres) Hash: (1271782899) String: (Imports an asset from file to this folder.) [2015.04.28-19.25.55:639][ 0]LogContentStreaming: Texture pool size is 0.000000MB [2015.04.28-19.26.05:237][ 0]LogTargetPlatformManager:Display: Building Assets For Windows [2015.04.28-19.26.07:369][ 0]LogTargetPlatformManager:Display: Building Assets For Windows [2015.04.28-19.26.07:562][ 0]LogDerivedDataCache:Display: Max Cache Size: 512 MB [2015.04.28-19.26.07:743][ 0]LogDerivedDataCache: Loaded boot cache 0.18s 39MB C:/Users/sony/AppData/Local/UnrealEngine/4.7/DerivedDataCache/Boot.ddc. [2015.04.28-19.26.07:743][ 0]LogDerivedDataCache:Display: Loaded Boot cache: C:/Users/sony/AppData/Local/UnrealEngine/4.7/DerivedDataCache/Boot.ddc [2015.04.28-19.26.07:743][ 0]LogDerivedDataCache: FDerivedDataBackendGraph: Pak pak cache file …/…/…/…/…/…/Users/sony/Desktop/zainab/DerivedDataCache/DDC.ddp not found, will not use a pak cache. [2015.04.28-19.26.07:743][ 0]LogDerivedDataCache: Unable to find inner node Pak for hierarchical cache Hierarchy. [2015.04.28-19.26.08:143][ 0]LogDerivedDataCache:Display: Pak cache opened for reading …/…/…/Engine/DerivedDataCache/Compressed.ddp. [2015.04.28-19.26.08:164][ 0]LogDerivedDataCache: Using Local data cache path C:/Users/sony/AppData/Local/UnrealEngine/Common/DerivedDataCache: Writable [2015.04.28-19.26.09:442][ 0]LogMeshUtilities: No automatic mesh reduction module available [2015.04.28-19.26.09:442][ 0]LogMeshUtilities: No automatic mesh merging module available [2015.04.28-19.26.11:138][ 0]LogInit: WinSock: version 1.1 (2.2), MaxSocks=32767, MaxUdp=65467 [2015.04.28-19.26.11:531][ 0]LogSlate:Warning: Failed to load font data from ‘…/…/…/Engine/Content/Slate/Fonts/Roboto-Italic.ttf’ [2015.04.28-19.26.14:721][ 0]UdpMessaging: Initializing bridge on interface 0.0.0.0:0 to multicast group 230.0.0.1:6666. [2015.04.28-19.26.15:418][ 0]SourceControl: Info Source control is disabled [2015.04.28-19.26.15:419][ 0]SourceControl: Info Source control is disabled [2015.04.28-19.26.15:419][ 0]SourceControl: Info Source control is disabled [2015.04.28-19.26.15:419][ 0]LogSourceControl: RunCommandInternalRaw: ‘git version’ [2015.04.28-19.26.15:419][ 0]LogSourceControl: RunCommandInternalRaw: ExecProcess ReturnCode=2 OutResults=‘’ [2015.04.28-19.26.15:451][ 0]SourceControl: Info Source control is disabled [2015.04.28-19.26.16:265][ 0]LogObj: 24232 objects as part of root set at end of initial load. [2015.04.28-19.26.16:265][ 0]LogUObjectAllocator: 5137168 out of 0 bytes used by permanent object pool. [2015.04.28-19.26.16:558][ 0]LogEngine: Initializing Engine… [2015.04.28-19.26.19:235][ 0]LogInit: XAudio2 using ‘Speakers (High Definition Audio Device)’ : 2 channels at 44.1 kHz using 16 bits per sample (channel mask 0x3) [2015.04.28-19.26.19:326][ 0]LogInit: FAudioDevice initialized. [2015.04.28-19.26.19:533][ 0]LogAIModule: Creating AISystem for world NewWorld [2015.04.28-19.26.19:680][ 0]LogDerivedDataCache: Saved boot cache 0.14s 39MB C:/Users/sony/AppData/Local/UnrealEngine/4.7/DerivedDataCache/Boot.ddc. [2015.04.28-19.26.19:692][ 0]LogInit: Texture streaming: Enabled [2015.04.28-19.26.20:127][ 0]LogAnalytics: Creating configured Analytics provider AnalyticsET [2015.04.28-19.26.20:127][ 0]LogAnalytics: ET APIKey = Rocket.Release. APIServer = http://et2.epicgames.com/ET2/. AppVersion = 4.7.6-2513093+++depot+UE4-Releases+4.7 [2015.04.28-19.26.20:127][ 0]LogAnalytics: ET APIKey = Rocket.Release. DataRouterUploadURL = https://datarouter-public-service-gamedev.ol.epicgames.net/datarouter/api/v1/public/data. AppVersion = 4.7.6-2513093+++depot+UE4-Releases+4.7 [2015.04.28-19.26.20:127][ 0]LogAnalytics: SetUserId b4bbde3c474661d294294790a5a184a2|bb3c8ef499274c34abe833bb0698de9e|56ae43f9-0718-4f4d-b23c-1b7510135dbf [2015.04.28-19.26.20:128][ 0]LogAnalytics: AnalyticsET::StartSession [Rocket.Release] [2015.04.28-19.26.20:367][ 0]LogInit: Transaction tracking system initialized [2015.04.28-19.26.21:441][ 0]BlueprintLog: New page: Editor Load [2015.04.28-19.26.21:563][ 0]LogAssetRegistry: FAssetRegistry took 0.0100 seconds to start up [2015.04.28-19.26.21:564][ 0]LogDirectoryWatcher:Warning: Failed to begin reading directory changes for …/…/…/Engine/Plugins/Experimental/CharacterAI/Content/. Error: 0 [2015.04.28-19.26.24:483][ 0]LogTargetPlatformManager:Display: Building Assets For Windows [2015.04.28-19.26.25:815][ 0]LogTargetPlatformManager:Display: Building Assets For Windows [2015.04.28-19.26.26:937][ 0]LogLinker:Warning: Asset ‘…/…/…/Engine/Content/Tutorial/Mobile/InstallingiTunesTutorial.uasset’ has been saved with empty engine version. The asset will be loaded but may be incompatible. [2015.04.28-19.26.27:171][ 0]LogSlate:Warning: Failed to load font data from ‘…/…/…/Engine/Content/Editor/Slate/Fonts/Roboto-Regular.ttf’ [2015.04.28-19.26.27:172][ 0]LogSlate:Warning: Failed to load font data from ‘…/…/…/Engine/Content/Editor/Slate/Fonts/Roboto-Bold.ttf’ [2015.04.28-19.26.27:366][ 0]LogConsoleResponse:Display: [2015.04.28-19.26.28:221][ 0]LogCook:Display: Done creating registry. It took 0.00s. [2015.04.28-19.26.29:033][ 0]SourceControl: Info Source control is disabled [2015.04.28-19.26.29:033][ 0]Cmd: MAP LOAD FILE=“…/…/…/…/…/…/Users/sony/Desktop/zainab/Content/FirstPersonBP/Maps/FirstPersonExampleMap.umap” TEMPLATE=0 SHOWPROGRESS=1 FEATURELEVEL=3 [2015.04.28-19.26.29:035][ 0]LightingResults: New page: Lighting Build [2015.04.28-19.26.29:090][ 0]MapCheck: New page: Map Check [2015.04.28-19.26.29:090][ 0]LightingResults: New page: Lighting Build [2015.04.28-19.26.29:137][ 0]LogParticles: Destroying 0 GPU particle simulations for FXSystem 0x000000001CB24680 [2015.04.28-19.26.30:104][ 0]LogLinker:Warning: Asset ‘…/…/…/Engine/Content/EngineMeshes/Humanoid.uasset’ has been saved with empty engine version. The asset will be loaded but may be incompatible. [2015.04.28-19.26.31:834][ 0]LogLinker:Warning: CreateImport: Object ‘ButtonWasClicked__DelegateSignature’ isn’t imported, because its outer is a placeholder. Archive: ‘…/…/…/…/…/…/Users/sony/Desktop/zainab/Content/UMG/gamehud.uasset’ [2015.04.28-19.26.36:118][ 0]LogLinker:Warning: CreateImport: Object ‘pickupitem__DelegateSignature’ isn’t imported, because its outer is a placeholder. Archive: ‘…/…/…/…/…/…/Users/sony/Desktop/zainab/Content/FirstPersonBP/Blueprints/canpickup.uasset’ [2015.04.28-19.26.38:375][ 0]LogEditorServer: Finished looking for orphan Actors (0.000 secs) [2015.04.28-19.26.38:382][ 0]LogAIModule: Creating AISystem for world FirstPersonExampleMap [2015.04.28-19.26.38:383][ 0]Cmd: MAP CHECKDEP [2015.04.28-19.26.38:384][ 0]MapCheck: New page: FirstPersonExampleMap - Apr 28, 2015, 5:26:38 AM [2015.04.28-19.26.38:583][ 0]MapCheck: Info Map check complete: 0 Error(s), 0 Warning(s), took 199.755ms to complete. [2015.04.28-19.26.38:584][ 0]LogFileHelpers: Loading map ‘FirstPersonExampleMap’ took 9.550 [2015.04.28-19.26.38:685][ 0]LogCollectionManager: Loaded 0 collections in 0.002546 seconds [2015.04.28-19.26.38:711][ 0]LogContentBrowser: Native class hierarchy populated in 0.0267 seconds. Added 1696 classes and 261 folders. [2015.04.28-19.26.38:817][ 0]LogContentBrowser: Native class hierarchy updated for ‘SceneOutliner’ in 0.0037 seconds. Added 1 classes and 2 folders. [2015.04.28-19.26.38:934][ 0]LogCrashTracker: Crashtracker disabled due to settings. [2015.04.28-19.26.38:936][ 0]LogSlate:Warning: Failed to load font data from ‘Veranda’ [2015.04.28-19.26.38:941][ 0]LogUObjectGlobals:Warning: Failed to find object ‘Class None.’ [2015.04.28-19.26.38:985][ 0]LogLoad: Full Startup: 49.21 seconds (BP compile: 4.22 seconds) [2015.04.28-19.26.40:221][ 0]LogRenderer:Warning: Reallocating scene render targets to support 32x32 (Frame:2). [2015.04.28-19.26.41:355][ 0]LogRenderer:Warning: Reallocating scene render targets to support 632x592 (Frame:5). [2015.04.28-19.26.41:898][ 1]LogContentBrowser:Verbose: The content browser source was changed by the sources view to ‘/Game/FirstPersonBP/Meshes’ [2015.04.28-19.26.45:771][ 21]LogAssetRegistry: Asset discovery search completed in 24.2178 seconds [2015.04.28-19.26.47:506][ 83]BlueprintLog: New page: Pre-PIE auto-recompile [2015.04.28-19.26.47:506][ 83]LogPlayLevel: [PIE] Compiling FirstPersonExampleMap before PIE… [2015.04.28-19.26.47:876][ 83]LogPlayLevel: PIE: Blueprint regeneration took 370 ms (1 blueprints) [2015.04.28-19.26.47:876][ 83]PIE: New page: PIE session: FirstPersonExampleMap (Apr 28, 2015, 5:26:47 AM) [2015.04.28-19.26.47:999][ 83]LogPlayLevel: PIE: StaticDuplicateObject took: (0.121059s) [2015.04.28-19.26.48:001][ 83]LogPlayLevel: PIE: World Init took: (0.002430s) [2015.04.28-19.26.48:002][ 83]LogPlayLevel: PIE: Created PIE world by copying editor world from /Game/FirstPersonBP/Maps/FirstPersonExampleMap.FirstPersonExampleMap to /Game/FirstPersonBP/Maps/UEDPIE_0_FirstPersonExampleMap.FirstPersonExampleMap (0.124239s) [2015.04.28-19.26.48:132][ 83]LogWorld: Game class is ‘FirstPersonGameMode_C’ [2015.04.28-19.26.48:139][ 83]LogAIModule: Creating AISystem for world FirstPersonExampleMap [2015.04.28-19.26.48:182][ 83]LogWorld: Bringing World /Game/FirstPersonBP/Maps/UEDPIE_0_FirstPersonExampleMap.FirstPersonExampleMap up for play (max tick rate 0) at 2015.04.28-12.26.48 [2015.04.28-19.26.48:185][ 83]LogWorld: Bringing up level for play took: 0.045029 [2015.04.28-19.26.48:207][ 83]PIE: Info Play in editor start time for /Game/FirstPersonBP/Maps/UEDPIE_0_FirstPersonExampleMap 0.254 [2015.04.28-19.26.55:013][274]LogPackageName:Warning: Found ambiguous long package name for ‘m.umap’. Returning ‘/Game/FirstPersonBP/Maps/m’, but could also be ‘/Game/StarterContent/m’. [2015.04.28-19.26.55:013][274]LogPackageName: SearchForPackageOnDisk took 0.228s to resolve m.umap [2015.04.28-19.26.55:280][274]LogPackageName:Warning: Found ambiguous long package name for ‘m.umap’. Returning ‘/Game/FirstPersonBP/Maps/m’, but could also be ‘/Game/StarterContent/m’. [2015.04.28-19.26.55:280][274]LogPackageName: SearchForPackageOnDisk took 0.266s to resolve m.umap [2015.04.28-19.26.55:280][274]LogNet: Browse: /Game/FirstPersonBP/Maps/m [2015.04.28-19.26.55:282][274]LogLoad: LoadMap: /Game/FirstPersonBP/Maps/m [2015.04.28-19.26.55:385][274]LogParticles: Destroying 0 GPU particle simulations for FXSystem 0x0000000011D144A0 [2015.04.28-19.26.55:385][274]Cmd: MEM [2015.04.28-19.26.55:475][274]LogMemory: Platform Memory Stats for Windows [2015.04.28-19.26.55:475][274]LogMemory: Process Physical Memory: 536.38 MB used, 543.93 MB peak [2015.04.28-19.26.55:475][274]LogMemory: Process Virtual Memory: 549.40 MB used, 553.41 MB peak [2015.04.28-19.26.55:475][274]LogMemory: Physical Memory: 2788.80 MB used, 3998.36 MB total [2015.04.28-19.26.55:475][274]LogMemory: Virtual Memory: 1071.23 MB used, 8388608.00 MB total [2015.04.28-19.26.55:475][274]LogMemory: [2015.04.28-19.26.55:475][274]Allocator Stats for TBB: (not implemented) [2015.04.28-19.27.05:427][274]LogWindows:Error: Windows GetLastError: The operation completed successfully. (0) [2015.04.28-19.27.05:432][274]LogCrashTracker:

[2015.04.28-19.27.49:415][274]LogCrashTracker:

[2015.04.28-19.27.49:428][274]LogWindows: === Critical error: === Assertion failed: FCompression::UncompressMemory( Flags, Dest, Chunk.UncompressedSize, CompressedBuffer, Chunk.CompressedSize, (Padding > 0) ? true : false ) [File:D:\BuildFarm\buildmachine_++depot+UE4-Releases+4.7\Engine\Source\Runtime\Core\Private\Serialization\Archive.cpp] [Line: 392]

KERNELBASE.dll!UnknownFunction (0x000007fefdaeaaad) + 0 bytes [UnknownFile:0] UE4Editor-Core.dll!FOutputDeviceWindowsError::Serialize() (0x000007feef388074) + 0 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\core\private\windows\windowsplatformoutputdevices.cpp:95] UE4Editor-Core.dll!FOutputDevice::Logf__VA() (0x000007feef207878) + 159 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\core\private\misc\outputdevice.cpp:144] UE4Editor-Core.dll!FDebug::AssertFailed() (0x000007feef1e8b17) + 62 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\core\private\misc\outputdevice.cpp:224] UE4Editor-Core.dll!FArchive::SerializeCompressed() (0x000007feef2a9861) + 0 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\core\private\serialization\archive.cpp:394] UE4Editor-CoreUObject.dll!FUntypedBulkData::SerializeBulkData() (0x000007feeedbea7c) + 0 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\coreuobject\private\serialization\bulkdata.cpp:1009] UE4Editor-CoreUObject.dll!FUntypedBulkData::LoadDataIntoMemory() (0x000007feeeda656b) + 0 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\coreuobject\private\serialization\bulkdata.cpp:1113] UE4Editor-CoreUObject.dll!FUntypedBulkData::DetachFromArchive() (0x000007feeed7f6c3) + 0 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\coreuobject\private\serialization\bulkdata.cpp:893] UE4Editor-CoreUObject.dll!ULinkerLoad::DetachAllBulkData() (0x000007feeee07489) + 19 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\coreuobject\private\uobject\linkerload.cpp:3933] UE4Editor-CoreUObject.dll!ULinkerLoad::Detach() (0x000007feeee071fb) + 0 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\coreuobject\private\uobject\linkerload.cpp:3849] UE4Editor-CoreUObject.dll!ResetLoaders() (0x000007feeee3de7d) + 0 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\coreuobject\private\uobject\linker.cpp:388] UE4Editor-CoreUObject.dll!UObject::Rename() (0x000007feeee3c3da) + 0 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\coreuobject\private\uobject\obj.cpp:130] UE4Editor-Engine.dll!UWorld::RenameToPIEWorld() (0x000007feece7a4a0) + 0 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\engine\private\world.cpp:2020] UE4Editor-Engine.dll!UEngine::LoadMap() (0x000007feece04ae3) + 15 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\engine\private\unrealengine.cpp:8933] UE4Editor-Engine.dll!UEngine::Browse() (0x000007feecdd03d2) + 40 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\engine\private\unrealengine.cpp:8144] UE4Editor-Engine.dll!UEngine::TickWorldTravel() (0x000007feece1bd8d) + 63 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\engine\private\unrealengine.cpp:8311] UE4Editor-UnrealEd.dll!UEditorEngine::Tick() (0x000007fee9e5de05) + 0 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\editor\unrealed\private\editor.cpp:1267] UE4Editor-UnrealEd.dll!UUnrealEdEngine::Tick() (0x000007feea318306) + 0 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\editor\unrealed\private\unrealedengine.cpp:347] UE4Editor.exe!FEngineLoop::Tick() (0x000000013ff50263) + 0 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\launch\private\launchengineloop.cpp:2257] UE4Editor.exe!GuardedMain() (0x000000013ff4267c) + 0 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\launch\private\launch.cpp:142] UE4Editor.exe!GuardedMainWrapper() (0x000000013ff426ea) + 5 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\launch\private\windows\launchwindows.cpp:126] UE4Editor.exe!WinMain() (0x000000013ff52219) + 17 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\launch\private\windows\launchwindows.cpp:202] UE4Editor.exe!__tmainCRTStartup() (0x000000013ff53159) + 21 bytes [f:\dd\vctools\crt\crtw32\dllstuff\crtexe.c:618] kernel32.dll!UnknownFunction (0x0000000077b059cd) + 0 bytes [UnknownFile:0] ntdll.dll!UnknownFunction (0x0000000077c3b891) + 0 bytes [UnknownFile:0] ntdll.dll!UnknownFunction (0x0000000077c3b891) + 0 bytes [UnknownFile:0]

[2015.04.28-19.27.50:148][274]LogExit: Executing StaticShutdownAfterError [2015.04.28-19.27.51:676][274]LogWindows: FPlatformMisc::RequestExit(1) [2015.04.28-19.27.51:676][274]Log file closed, 04/28/15 12:27:51

Hey -

I still have not been able to reproduce the crash on my machine. If you are not crashing when loading the map in another project you may want to try coping the .umap file from the second project into your project in case the .umap file was corrupted in some way.