Assertion failed: GIsHotReload crash opening a 4.8 project

Was working fine with 4.7, and now it crash in 4.8, i will try to fix it but at same time if i can have some help here :slight_smile:

thanks

here is error message on crash:

Assertion failed: GIsHotReload [File:D:\BuildFarm\buildmachine_++depot+UE4-
Releases+4.8\Engine\Source\Runtime\CoreUObject\Private\UObject\UObjectBase.cpp] [Line: 570]

Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0xffffffff

UE4Editor-UnrealEd.dll!ObjectTools::IsObjectBrowsable() {0x000007fed5ab21f3} + 9 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\sou
UE4Editor-UnrealEd.dll!PackageTools::GetFilteredPackageList() {0x000007fed5b568a1} + 0 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\sou
UE4Editor-UnrealEd.dll!PackageTools::CheckForReferencesToExternalPackages() {0x000007fed5b22f7c} + 0 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\sou
UE4Editor-UnrealEd.dll!UEditorEngine::PackageUsingExternalObjects() {0x000007fed5b81a3c} + 17 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\sou
UE4Editor-UnrealEd.dll!UEditorEngine::Map_Check() {0x000007fed59b7b2d} + 0 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\sou
UE4Editor-UnrealEd.dll!UEditorEngine::HandleMapCommand() {0x000007fed59a68f1} + 31 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\sou
UE4Editor-UnrealEd.dll!UEditorEngine::Exec() {0x000007fed598ffd0} + 21 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\sou
UE4Editor-UnrealEd.dll!UUnrealEdEngine::Exec() {0x000007fed5da5561} + 17 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\sou
UE4Editor-UnrealEd.dll!FEditorFileUtils::LoadMap() {0x000007fed5a36d06} + 0 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\sou
UE4Editor-UnrealEd.dll!FEditorFileUtils::LoadDefaultMapAtStartup() {0x000007fed5a3673e} + 56 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\sou
UE4Editor-UnrealEd.dll!FUnrealEdMisc::OnInit() {0x000007fed5de5bf6} + 0 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\sou
UE4Editor-UnrealEd.dll!EditorInit() {0x000007fed5da354e} + 0 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\sou
UE4Editor.exe!GuardedMain() {0x000000013fe8472e} + 0 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\sou
UE4Editor.exe!GuardedMainWrapper() {0x000000013fe84a4a} + 5 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\sou
UE4Editor.exe!WinMain() {0x000000013fe965b9} + 17 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\sou
UE4Editor.exe!__tmainCRTStartup() {0x000000013fe975b9} + 21 bytes [f:\dd\vctools\crt\crtw32\dllstuff\crtexe.c:618]
kernel32.dll {0x0000000076ff59cd} + 0 bytes
ntdll.dll {0x000000007770b981} + 0 bytes
ntdll.dll {0x000000007770b981} + 0 bytes

I’ve this problem as well. I can get the editor to load if I remove the default map. But afterwards I get another GisHotReload crash. It happens when creating a New Map or just running PIE.

"Assertion failed: GIsHotReload [File:D:\BuildFarm\buildmachine_++depot+UE4-Releases+4.8\Engine\Source\Runtime\CoreUObject\Private\UObject\UObjectBase.cpp] [Line: 570]

UE4Editor_CoreUObject!IncrementalPurgeGarbage() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\coreuobject\private\uobject\garbagecollection.cpp:1116]
UE4Editor_CoreUObject!CollectGarbageInternal() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\coreuobject\private\uobject\garbagecollection.cpp:1319]
UE4Editor_CoreUObject!CollectGarbage() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\coreuobject\private\uobject\garbagecollection.cpp:1331]
UE4Editor_Engine!UGameInstance::InitializePIE() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\engine\private\gameinstance.cpp:170]
UE4Editor_UnrealEd!UEditorEngine::CreatePIEGameInstance() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\editor\unrealed\private\playlevel.cpp:2597]
UE4Editor_UnrealEd!UEditorEngine::PlayInEditor() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\editor\unrealed\private\playlevel.cpp:2267]
UE4Editor_UnrealEd!UEditorEngine::StartQueuedPlayMapRequest() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\editor\unrealed\private\playlevel.cpp:983]
UE4Editor_UnrealEd!UEditorEngine::Tick() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\editor\unrealed\private\editorengine.cpp:1236]
…

Here are my Dump and Log Files.
Dump File
LogFile

I’ve seen this crash in GIsHotReload with 4 vastly different call stacks today each in separate attempts to work around the problem. One was related to RHI, which leads me to believe it may be related to linked to specific module dependencies. My module dependencies that differ from Shootergame (which works fine for me) are

    PrivateDependencyModuleNames.AddRange(new string[] { "RHI", "RenderCore", "ShaderCore" });

I hope that helps.

Hi Xilverback and skeleton60,

I have located your individual crashes in our reporter tool. This crash has been logged as issue UE-16051. As it appears you are both seeing the same error message but vastly different call stacks, this may eventually be two unrelated issues that affect the same module, but for now I have logged them together into the same issue. I will update this thread when I have more information regarding the status of the crashes.

Thanks!

yep i use specific module too :slight_smile:

The problem is most certainly with the use of these modules. Today I removed all references to them in my code and it ran fine. Put them back and the crashing returned. Unfortunately our entire premise is based on these modules working so I hope it gets fixed soon!

I found the problem for me. UE4.8 introduces the plugin ProceduralMeshComponent. I had previously created my own UObject with the same name (that does the same thing). Removing mine from the project and using the new 4.8 Component fixed the issue for me.

Hello everyone,

I’m attempting to find reproduction steps that would produce this crash and would like to ask for any additional information anyone could provide. Was the only seen when upgrading a project from 4.7 to 4.8?What specific modules were used and would it be possible to send those modules? Xilverback, did you first com across this crash as soon as you upgraded your project to 4.8 and encountered the ProceduralMeshComponent? Let me know if there’s anything else you can think of related to this.

Thanks