Assertion failed: Offset >= 0 && BytesToRead > 0

Hi!

I’ve a project in UE4.25 which works fine while playing in UE, but after packaging the game crashes at some point. The error-dialog appears, but the game itself is still playable. After a while the game closes.

The log contains this:

20.12.22-19.06.35:689][785]LogThreadingWindows: Error: Runnable thread PoolThread 1 crashed.
[2020.12.22-19.06.35:689][785]LogWindows: Error: === Critical error: ===
[2020.12.22-19.06.35:689][785]LogWindows: Error: 
[2020.12.22-19.06.35:689][785]LogWindows: Error: Assertion failed: Offset >= 0 && BytesToRead > 0 [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/Core/Private/GenericPlatform/GenericPlatformFile.cpp] [Line: 144] 
[2020.12.22-19.06.35:689][785]LogWindows: Error: 
[2020.12.22-19.06.35:689][785]LogWindows: Error: 
[2020.12.22-19.06.35:689][785]LogWindows: Error: 
[2020.12.22-19.06.35:689][785]LogWindows: Error: [Callstack] 0x00007ffc89983e49 UnknownFunction []
[2020.12.22-19.06.35:689][785]LogWindows: Error: 
[2020.12.22-19.06.35:689][785]LogWindows: Error: Crash in runnable thread PoolThread 1
[2020.12.22-19.06.35:751][792]LogExit: Executing StaticShutdownAfterError
[2020.12.22-19.06.35:751][792]LogWindows: FPlatformMisc::RequestExit(1)
[2020.12.22-19.06.35:752][792]LogCore: Engine exit requested (reason: Win RequestExit)
[2020.12.22-19.06.35:791][793]Log file closed, 12/22/20 20:06:35

I’m working with the default UE4.25 version and Blueprint-only. So I don’t really know why the GenericPlatformFile.cpp [Line: 144] is mentioned.

Before that log-entry there is this line:

20.12.22-19.06.34:311][633]LogSerialization: Error: (../../../GBII_UE4/Content/Assets/Sofas/Flexform_Ettore/UE_dcmap_Flexform_Ettore_refl.ubulk) has invalid bulk data size.
[2020.12.22-19.06.34:311][633]LogWindows: Windows GetLastError: Der Vorgang wurde erfolgreich beendet. (0)

Could this be the problem while playing the packaged build? That asset never was a problem before.

Am I missing something?

Thanks for help in advance <3

It was the “has invalid bulk data size.” problem! Don’t exactly know why, but it works for now!

Could you give more details on the issue and how you solved it? Thanks!

Hi! Sorry, didn’t get any notification on your reply. I’ve deleted the texture that was listed in the log file. (In my case the 'UE_dcmap_Flexform_Ettore_refl). After that I checked if there are any lost references inside the project files (directly in Windows Explorer) Then: Re-Import of the texture file and it worked.

Thank you. This solved smae problem in my project, saving several days of findings