AutoPossessAI crash

Hi,

I just upgraded the engine of a project from 4.7.3, after this, the project crashed whenever I tries to open a Blueprint of a pawn.

The problem is that this pawn had AutoPossessAI set to EAutoPossessAI::Spawned and a player controller attached to the pawn.

This made the pawn spawn a AI for my pawn and run it’s BeginPlay. This is no problem ingame, but in the editor, this crashed with this callstack:

UE4Editor-AIModule.dll!UPathFollowingComponent::HasReached() {0x000007fedc986e03} + 0 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\sou
UE4Editor-AIModule.dll!AAIController::MoveTo() {0x000007fedc8fe680} + 52 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\sou
UE4Editor-AIModule.dll!AAIController::MoveToActor() {0x000007fedc8fea20} + 12 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\sou
UE4Editor-AIModule.dll!AAIController::execMoveToActor() {0x000007fedc92e38a} + 522 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\sou
UE4Editor-CoreUObject.dll!UFunction::Invoke() {0x000007fee48e4b14} + 15 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\sou
UE4Editor-CoreUObject.dll!UObject::CallFunction() {0x000007fee49e5f2a} + 21 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\sou
UE4Editor-CoreUObject.dll!UObject::ProcessInternal() {0x000007fee4a0f60c} + 0 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\sou
UE4Editor-CoreUObject.dll!UObject::CallFunction() {0x000007fee49e692b} + 0 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\sou
UE4Editor-CoreUObject.dll!UObject::ProcessInternal() {0x000007fee4a0f60c} + 0 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\sou
UE4Editor-CoreUObject.dll!UObject::CallFunction() {0x000007fee49e692b} + 0 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\sou
UE4Editor-CoreUObject.dll!UObject::ProcessInternal() {0x000007fee4a0f60c} + 0 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\sou
UE4Editor-CoreUObject.dll!UFunction::Invoke() {0x000007fee48e4b14} + 15 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\sou
UE4Editor-CoreUObject.dll!UObject::ProcessEvent() {0x000007fee4a0eb4e} + 29 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\sou
UE4Editor-Engine.dll!AActor::ProcessEvent() {0x000007fee122c3c1} + 0 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\sou
UE4Editor-AIModule.dll!AAIController::OnPossess() {0x000007fedca225e9} + 0 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\int
UE4Editor-AIModule.dll!AAIController::Possess() {0x000007fedc904644} + 0 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\sou
UE4Editor-Engine.dll!APawn::SpawnDefaultController() {0x000007fee16ec825} + 0 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\sou
UE4Editor-Engine.dll!APawn::PostInitializeComponents() {0x000007fee16d7840} + 0 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\sou
UE4Editor-Engine.dll!ACharacter::PostInitializeComponents() {0x000007fee12d72de} + 0 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\sou
UE4Editor-Engine.dll!AActor::PostActorConstruction() {0x000007fee1229e2d} + 0 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\sou
UE4Editor-Engine.dll!AActor::FinishSpawning() {0x000007fee1207518} + 0 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\sou
UE4Editor-Engine.dll!AActor::PostSpawnInitialize() {0x000007fee122b4ba} + 0 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\sou
UE4Editor-Engine.dll!UWorld::SpawnActor() {0x000007fee15d0a43} + 0 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\sou
UE4Editor-Kismet.dll!FBlueprintEditor::UpdatePreviewActor() {0x000007fedb5239b7} + 71 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\sou
UE4Editor-Kismet.dll!FBlueprintEditor::Tick() {0x000007fedb51dee3} + 0 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\sou
UE4Editor-UnrealEd.dll!FTickableEditorObject::TickObjects() {0x000007fede6a80fa} + 0 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\sou
UE4Editor-UnrealEd.dll!UEditorEngine::Tick() {0x000007fede6a6168} + 0 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\sou
UE4Editor-UnrealEd.dll!UUnrealEdEngine::Tick() {0x000007fedeb687d6} + 0 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\sou
UE4Editor.exe!FEngineLoop::Tick() {0x000000013f4c42d1} + 0 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\sou
UE4Editor.exe!GuardedMain() {0x000000013f4b49cc} + 0 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\sou
UE4Editor.exe!GuardedMainWrapper() {0x000000013f4b4a4a} + 5 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\sou
UE4Editor.exe!WinMain() {0x000000013f4c65c9} + 17 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\sou
UE4Editor.exe!__tmainCRTStartup() {0x000000013f4c75d9} + 21 bytes [f:\dd\vctools\crt\crtw32\dllstuff\crtexe.c:618]
kernel32.dll {0x00000000775359cd} + 0 bytes
ntdll.dll {0x000000007776b981} + 0 bytes
ntdll.dll {0x000000007776b981} + 0 bytes

Cheers,

Hi MarkusRannare,

Thank you for the report. We have assigned one of our technicians to investigate your issue and they may post here with additional questions or comments.

Please include your MachineID or EpicID from the crash report. It will help us track it down.

Thanks for the fast reply.

My machine id is:

and account id is:

Cheers,

Hello ,

I have a few questions for you that will help narrow down what issue it is that you are experiencing.

Quick questions:

  1. Can you reproduce this issue in a clean project?
  2. If so, could you provide a detailed set of steps in order to reproduce this issue on our end?
  3. Could you provide screen shots of any blueprints that may be involved with this issue?
  4. Have you tried using a the backup files that are automatically generated? (Default path: C:\Users\YourUserName\Documents\Unreal Projects\YourProjectName\Saved\Backup)
  5. Can you migrate the blueprint to another project and open it there to preform modifications (to change/remake the blueprint fix the issue)?

A quick answer on 5:
I managed workaround this myself by setting:
AutoPossessAI = EAutoPossessAI::Disabled;
in my characters PostInitializeComponents, and then opening the blueprint and disabling the AutoPossessAI setting.

I’ll try to reproduce this on when I sit quietly by my computer at home!

Hello ,

I am happy to hear that you have managed to workaround the crash so that you can continue on your project. I will be happy to assist you further when you get a chance to answer the other questions.

Make it a great day

Hello ,

We have not heard back from you in a few days, so we are marking this post as Resolved for tracking purposes. If you are still experiencing the issue you reported, please respond to this message with additional information and we will offer further assistance.

Thank you.