Nothing has changed from a code side aside from installing the VaRest plugin to engine (which we have since disabled). This was working fine. Any idea what could be causing this?
We are on UE 4.25.1. Package build is a Win64 build. (Both Debug and Development packages are causing this).
Any help would be much appreciated.
Logs show the below which doesn’t seem to guide me anywhere:
[2020.06.20-07.37.59:158][ 0]LogSlate: Using FreeType 2.10.0
[2020.06.20-07.37.59:158][ 0]LogSlate: SlateFontServices - WITH_FREETYPE: 1, WITH_HARFBUZZ: 1
[2020.06.20-07.37.59:169][ 0]LogStreaming: Display: Flushing async loaders.
[2020.06.20-07.37.59:172][ 0]LogAssetRegistry: FAssetRegistry took 0.0028 seconds to start up
[2020.06.20-07.37.59:173][ 0]LogPackageLocalizationCache: Processed 16 localized package path(s) for 1 prioritized culture(s) in 0.000156 seconds
[2020.06.20-07.37.59:176][ 0]LogInit: Selected Device Profile: [WindowsNoEditor]
[2020.06.20-07.37.59:177][ 0]LogUObjectBase: Error: Class pointer is invalid or CDO is invalid.
[2020.06.20-07.37.59:177][ 0]LogUObjectBase: Error: Class object failed IsValidLowLevelFast test.
[2020.06.20-07.37.59:178][ 0]LogWindows: Windows GetLastError: The operation completed successfully. (0)
[2020.06.20-07.38.54:767][ 0]LogWindows: Could not start crash report client using ../../../Engine/Binaries/Win64/CrashReportClient-Win64-Development.exe
[2020.06.20-07.38.54:767][ 0]LogMemory: Platform Memory Stats for WindowsNoEditor
[2020.06.20-07.38.54:767][ 0]LogMemory: Process Physical Memory: 276.32 MB used, 278.01 MB peak
[2020.06.20-07.38.54:767][ 0]LogMemory: Process Virtual Memory: 500.66 MB used, 502.64 MB peak
[2020.06.20-07.38.54:767][ 0]LogMemory: Physical Memory: 15912.59 MB used, 16773.68 MB free, 32686.27 MB total
[2020.06.20-07.38.54:767][ 0]LogMemory: Virtual Memory: 5638.93 MB used, 134212088.00 MB free, 134217728.00 MB total
[2020.06.20-07.38.54:767][ 0]Message dialog closed, result: Ok, title: The UE4-Glory Game has crashed and will close, text: Assertion failed: Object->IsValidLowLevelFast() [File:D:/Build/++UE4+Licensee/Sync/Engine/Source/Runtime/CoreUObject/Private/Serialization/AsyncLoading.cpp] [Line: 3710]
I have the same crash but on Android and was fine in UE 4.25 but has been crashing constantly since the update to UE 4.25.1.
(4.25 editor crashes have stopped so thats nice)
I have similar crashes when I’m trying to launch packaged build on android.
Empty level working just fine. but when I’m adding very simple static mesh with unlit material it start crashing time to time:
OMG Someone is having the same problems! I’m trying to figure out what is the problem on my 8 months work game. Now I can’t launch anymore for Android on armv7 + OBB file. It always crash after the splash screen and I can see this error
Assertion failed: Package [File:D:/Build/++UE4+Licensee/Sync/Engine/Source/Runtime/CoreUObject/Private\Serialization/AsyncLoading.h] [Line: 52]
Yes, it is an easy fix. You can apply a patches through your git client of choice.
Alternatively you can build your game for arm64 while waiting for 4.26 release which is supposed to happen very soon.
Building for arm64 fixed it for me. For anyone else running into this: the error log was not consistent, was getting a variety of garbage collection, reflection capture, assertion failed arrays, and other strange errors. Was only erroring on Quest, since building arm64 it hasn’t happened.