After engine version update, all project files crash without exception

The video on the forum was based on my thread :wink:

You need to delete all of the global material parameter collection except 1. While you are deleting the cloned parameter collections keep replacing the instance upon deletion with the 1 instance you want to keep.

In the end you will have many characters and their materials will all point to 1 global material parameter collection. (you just have to condense down all of the clones into 1 file per global type)

When I do what you say, I try it on a few characters and it seems to work, but it comes back on a character and explodes.


It seems like you skeletal mesh model is crashing due to morph targets.

// Copy morph targets.
for (TPair<FName, const FMorphTargetLODModel*>& MorphSource: MorphTargets)
{
	TVertexAttributesRef<FVector3f> PositionDelta = MeshAttributes.GetVertexMorphPositionDelta(MorphSource.Key);
	TVertexInstanceAttributesRef<FVector3f> NormalDelta = MeshAttributes.GetVertexInstanceMorphNormalDelta(MorphSource.Key);
	TArray<FVertexInstanceID> VertexInstanceIDs;

	for (const FMorphTargetDelta& Delta: MorphSource.Value->Vertices)
	{
==> crash occurs here
		const int32 TargetVertexIndex = SourceToTargetVertexMap[Delta.SourceIdx];
		const FVertexID VertexID = VertexIDs[TargetVertexIndex];
/// rest of code

There seems to be a mismatch in vertex count of the LOD models. All morph targets should have the exact amount of vertices as the source mesh. One of the meshes has more vertices triggering an out of bounds error.

Did you at any time in the project recalculate the levels of details of the character models?

Could it be that a specific LOD mesh didn’t load in taking the place of the target mesh in another LOD increment? This could cause the mismatch in vertex count.

It only crashes on the twinblast character. I don’t know what to do to solve it. What you have presented seems very complicated. I would be very happy if you could simplify it or provide visual guidance.

The skinned asset also fails on the test for isAsyncCompilationAllowed (though it’s hard to narrow down if that is the pure cause). Perhaps you have it disabled in your editor settings?

obraz

I couldn’t see these settings. How exactly do I access them?

Go into the editor settings and type in Compilation in the search bar.

Edit:
No problems with the character here. Though I did have to clear my vault cache and re-download the character as it refused to add to a project earlier.


There is this screen. When I tried selecting the other option it crashed again.

It’s in general => experimantal. Though it’s not crucial. The blueprint works either way. I think your character may have just been corrupted.
Try deleting the vault cache and re-downloading the specific character.

What is this option that comes by default and why should we change it? Also, after changing it, it crashed again. How did you clear the vault cache and it was fixed? Should I delete and re-download the character?

Yes I think the character may be broken. The one i re-downloaded worked out of the box.
Only thing that needs replacing is the inputs for the character as they are for the old input system.

Isn’t it strange that it crashes even when deleting a character? I’m really surprised. Why would a program crash when deleting a file? It’s as if we’re deleting a critical file. It seems abnormal.

Either it’s a broken file causing further errors. Maybe try deleting it and before you do anything try fixing up redirectors

This should clean up any old links to the file


Why do we do this? To clean up leftovers from files we’ve worked on and removed? So should I delete these?

Yes. It’s cleanup. Unreal links all assets through a mechanism that binds the original asset to itself after renames changes etc.

Once an asset it deleted it can leave behind these links that need to be cleaned up. (I wish epic would just add an automatic mechanism for this)


After doing the last thing you suggested, the textures of the characters got corrupted.

After cleaning, I understood that the file I copied and renamed was gone and all the characters were like this. I also cleared the cache and re-downloaded the twinblast character. Still no results. After reaching 98%, it crashes during the loading phase.

Did you keep 1 global file and replace it anywhere where it was deleted? Otherwise the textures will be missing the information for mapping and colors

I didn’t save the file anywhere. I did the following. I copied the orion file inside any character’s file and renamed it. Then I deleted the other orion files by referencing the file I renamed. So far there was no problem. After I followed the step you suggested for cleaning, the file I copied and renamed was gone.

There was no reason to rename the file. By doing that you built a re-director link to it. Of course it’s (the redirector) is needed then. Do not rename the files just delete and replace them with the one chosen one.

You can either repeat the process or go into each character and set the material collection by hand to the renamed file.

Unreal is very fragile when it comes to renaming / moving files. It’s waaay worse than any other engine in that regards.

I have to repeat all the processes. I will repeat and get back to you. In the video I watched, the person who offered it as a solution had changed the name and deleted it by showing it as a reference. I will delete it again by showing it as a reference without changing the name. After there is 1 orion file left, I will test all the characters, but I am sure twinblast will crash again. I will get back to you.