[BUG] Critical Error Array.h line 758 UE 5.4.3 and 5.4.4

//Edit: I’m starting with the edit because what I said below is still valid, but this error isn’t only for Project Launcher where I encountered it first, but I also got the error when trying to move a folder with lots of files inside it. Luckily it didn’t corrupted any of the files I was trying to move as it didn’t got to the point of actually starting the move, only to the point of loading them. Same error Array.h line 758.

Hi! I got UE 5.4.3 from GitHub and in general it works fine, beside some random crashes (it also fixed some Widget elements problems that were not mentioned in patch notes). Only modifications that I added to it, I explained them here in more details and are really small ones.

Today I tried to do another test with the shipping game but I get the following error at the step Cook Content for Win64 when running Project Launcher (I tried running it 3 times, same error):

LogWindows: Error: appError called: Assertion failed: (Index >= 0) & (Index < ArrayNum) [File:E:\UE_SC\UnrealEngine-5.4.3-release\Engine\Source\Runtime\Core\Public\Containers\Array.h] [Line: 758]
Array index out of bounds: 61314 into an array of size 54111

LogWindows: Error: begin: stack for UAT
LogWindows: Error: === Critical error: ===
LogWindows: Error:
LogWindows: Error: Assertion failed: (Index >= 0) & (Index < ArrayNum) [File:E:\UE_SC\UnrealEngine-5.4.3-release\Engine\Source\Runtime\Core\Public\Containers\Array.h] [Line: 758]
LogWindows: Error: Array index out of bounds: 61314 into an array of size 54111
LogWindows: Error:
LogWindows: Error:
LogWindows: Error: [Callstack] 0x00007ffb8936f635 UnrealEditor-Engine.dll!FSkeletalMeshLODModel::GetMeshDescription() [E:\UE_SC\UnrealEngine-5.4.3-release\Engine\Source\Runtime\Engine\Private\SkeletalMeshLODModel.cpp:1560]
LogWindows: Error: [Callstack] 0x00007ffb8925a3c8 UnrealEditor-Engine.dll!USkeletalMesh::BeginPostLoadInternal() [E:\UE_SC\UnrealEngine-5.4.3-release\Engine\Source\Runtime\Engine\Private\SkeletalMesh.cpp:3350]
LogWindows: Error: [Callstack] 0x00007ffb89386ec1 UnrealEditor-Engine.dll!USkinnedAsset::PostLoad() [E:\UE_SC\UnrealEngine-5.4.3-release\Engine\Source\Runtime\Engine\Private\SkinnedAsset.cpp:127]
LogWindows: Error: [Callstack] 0x00007ffb892a5431 UnrealEditor-Engine.dll!USkeletalMesh::PostLoad() [E:\UE_SC\UnrealEngine-5.4.3-release\Engine\Source\Runtime\Engine\Private\SkeletalMesh.cpp:3436]
LogWindows: Error: [Callstack] 0x00007ffb869c77ff UnrealEditor-CoreUObject.dll!UObject::ConditionalPostLoad() [E:\UE_SC\UnrealEngine-5.4.3-release\Engine\Source\Runtime\CoreUObject\Private\UObject\Obj.cpp:1306]
LogWindows: Error: [Callstack] 0x00007ffb869e6e03 UnrealEditor-CoreUObject.dll!UObject::PostLoadSubobjects() [E:\UE_SC\UnrealEngine-5.4.3-release\Engine\Source\Runtime\CoreUObject\Private\UObject\Obj.cpp:1340]
LogWindows: Error: [Callstack] 0x00007ffb869c74ab UnrealEditor-CoreUObject.dll!UObject::ConditionalPostLoad() [E:\UE_SC\UnrealEngine-5.4.3-release\Engine\Source\Runtime\CoreUObject\Private\UObject\Obj.cpp:1285]
LogWindows: Error: [Callstack] 0x00007ffb86bb009d UnrealEditor-CoreUObject.dll!EndLoad() [E:\UE_SC\UnrealEngine-5.4.3-release\Engine\Source\Runtime\CoreUObject\Private\UObject\UObjectGlobals.cpp:2262]
LogWindows: Error: [Callstack] 0x00007ffb86b983c8 UnrealEditor-CoreUObject.dll!`LoadPackageInternal'::`110'::<lambda_2>::operator()() [E:\UE_SC\UnrealEngine-5.4.3-release\Engine\Source\Runtime\CoreUObject\Private\UObject\UObjectGlobals.cpp:1810]
LogWindows: Error: [Callstack] 0x00007ffb86bc5630 UnrealEditor-CoreUObject.dll!LoadPackageInternal() [E:\UE_SC\UnrealEngine-5.4.3-release\Engine\Source\Runtime\CoreUObject\Private\UObject\UObjectGlobals.cpp:1912]
LogWindows: Error: [Callstack] 0x00007ffb86bc395d UnrealEditor-CoreUObject.dll!LoadPackage() [E:\UE_SC\UnrealEngine-5.4.3-release\Engine\Source\Runtime\CoreUObject\Private\UObject\UObjectGlobals.cpp:2068]
LogWindows: Error: [Callstack] 0x00007ffb86bc3f50 UnrealEditor-CoreUObject.dll!LoadPackage() [E:\UE_SC\UnrealEngine-5.4.3-release\Engine\Source\Runtime\CoreUObject\Private\UObject\UObjectGlobals.cpp:2044]
LogWindows: Error: [Callstack] 0x00007ffb83118931 UnrealEditor-UnrealEd.dll!UCookOnTheFlyServer::LoadPackageForCooking() [E:\UE_SC\UnrealEngine-5.4.3-release\Engine\Source\Editor\UnrealEd\Private\CookOnTheFlyServer.cpp:4293]
LogWindows: Error: [Callstack] 0x00007ffb83118bdb UnrealEditor-UnrealEd.dll!UCookOnTheFlyServer::LoadPackageInQueue() [E:\UE_SC\UnrealEngine-5.4.3-release\Engine\Source\Editor\UnrealEd\Private\CookOnTheFlyServer.cpp:2856]
LogWindows: Error: [Callstack] 0x00007ffb8312a7d7 UnrealEditor-UnrealEd.dll!UCookOnTheFlyServer::PumpLoads() [E:\UE_SC\UnrealEngine-5.4.3-release\Engine\Source\Editor\UnrealEd\Private\CookOnTheFlyServer.cpp:2787]
LogWindows: Error: [Callstack] 0x00007ffb8314f464 UnrealEditor-UnrealEd.dll!UCookOnTheFlyServer::TickMainCookLoop() [E:\UE_SC\UnrealEngine-5.4.3-release\Engine\Source\Editor\UnrealEd\Private\CookOnTheFlyServer.cpp:1464]
LogWindows: Error: [Callstack] 0x00007ffb8314ec37 UnrealEditor-UnrealEd.dll!UCookOnTheFlyServer::TickCookByTheBook() [E:\UE_SC\UnrealEngine-5.4.3-release\Engine\Source\Editor\UnrealEd\Private\CookOnTheFlyServer.cpp:1346]
LogWindows: Error: [Callstack] 0x00007ffb82e3ed80 UnrealEditor-UnrealEd.dll!UCookCommandlet::RunCookByTheBookCook() [E:\UE_SC\UnrealEngine-5.4.3-release\Engine\Source\Editor\UnrealEd\Private\Commandlets\CookCommandlet.cpp:555]
LogWindows: Error: [Callstack] 0x00007ffb82df8d1d UnrealEditor-UnrealEd.dll!UCookCommandlet::CookByTheBook() [E:\UE_SC\UnrealEngine-5.4.3-release\Engine\Source\Editor\UnrealEd\Private\Commandlets\CookCommandlet.cpp:508]
LogWindows: Error: [Callstack] 0x00007ffb82e18d70 UnrealEditor-UnrealEd.dll!UCookCommandlet::Main() [E:\UE_SC\UnrealEngine-5.4.3-release\Engine\Source\Editor\UnrealEd\Private\Commandlets\CookCommandlet.cpp:249]
LogWindows: Error: [Callstack] 0x00007ff7b73480dd UnrealEditor-Cmd.exe!FEngineLoop::PreInitPostStartupScreen() [E:\UE_SC\UnrealEngine-5.4.3-release\Engine\Source\Runtime\Launch\Private\LaunchEngineLoop.cpp:4195]
LogWindows: Error: [Callstack] 0x00007ff7b733e146 UnrealEditor-Cmd.exe!GuardedMain() [E:\UE_SC\UnrealEngine-5.4.3-release\Engine\Source\Runtime\Launch\Private\Launch.cpp:136]
LogWindows: Error: [Callstack] 0x00007ff7b733e42a UnrealEditor-Cmd.exe!GuardedMainWrapper() [E:\UE_SC\UnrealEngine-5.4.3-release\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:118]
LogWindows: Error: [Callstack] 0x00007ff7b73418a4 UnrealEditor-Cmd.exe!LaunchWindowsStartup() [E:\UE_SC\UnrealEngine-5.4.3-release\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:258]
LogWindows: Error: [Callstack] 0x00007ff7b73570c4 UnrealEditor-Cmd.exe!WinMain() [E:\UE_SC\UnrealEngine-5.4.3-release\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:298]
LogWindows: Error: [Callstack] 0x00007ff7b73596e6 UnrealEditor-Cmd.exe!__scrt_common_main_seh() [D:\a\_work\1\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl:288]
LogWindows: Error: [Callstack] 0x00007ffc27df257d KERNEL32.DLL!UnknownFunction []
LogWindows: Error:
LogWindows: Error: end: stack for UAT
Took 267,99s to run UnrealEditor-Cmd.exe, ExitCode=3
Cook failed.
(see E:\UE_SC\UnrealEngine-5.4.3-release\Engine\Programs\AutomationTool\Saved\Logs\Log.txt for full exception trace)
AutomationTool executed for 0h 4m 57s
AutomationTool exiting with ExitCode=25 (Error_UnknownCookFailure)
BUILD FAILED

Also note that this is not something that I set, it is from the engine:

LogWindows: Error: [Callstack] 0x00007ff7b73596e6 UnrealEditor-Cmd.exe!__scrt_common_main_seh() [D:\a\_work\1\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl:288]

Anyone know a fix for this error?

Also, even tho I’m using ScriptName it still gives the warning:

LogPython: Warning: 'Name' and 'Name__DelegateSignature' have the same name (Name) when exposed to Python. Rename one of them using 'ScriptName' meta-data.

Maybe it is a warning that we can ignore because it is simply missing a check before printing that warning, but technically it should not give it. So maybe it is not using the ScriptName or like I said, it just doesn’t have a check before printing the warning and it is actually fine in the background.

I just got 5.4.4 from git and same error.

LogWindows: Error: appError called: Assertion failed: (Index >= 0) & (Index < ArrayNum) [File:E:\UE_SC\UnrealEngine-5.4.4-release\Engine\Source\Runtime\Core\Public\Containers\Array.h] [Line: 758]
Array index out of bounds: 61314 into an array of size 54111

LogWindows: Error: begin: stack for UAT
LogWindows: Error: === Critical error: ===
LogWindows: Error:
LogWindows: Error: Assertion failed: (Index >= 0) & (Index < ArrayNum) [File:E:\UE_SC\UnrealEngine-5.4.4-release\Engine\Source\Runtime\Core\Public\Containers\Array.h] [Line: 758]
LogWindows: Error: Array index out of bounds: 61314 into an array of size 54111
LogWindows: Error:
LogWindows: Error:
LogWindows: Error: [Callstack] 0x00007ffa1d23f625 UnrealEditor-Engine.dll!FSkeletalMeshLODModel::GetMeshDescription() [E:\UE_SC\UnrealEngine-5.4.4-release\Engine\Source\Runtime\Engine\Private\SkeletalMeshLODModel.cpp:1560]
LogWindows: Error: [Callstack] 0x00007ffa1d12a3b8 UnrealEditor-Engine.dll!USkeletalMesh::BeginPostLoadInternal() [E:\UE_SC\UnrealEngine-5.4.4-release\Engine\Source\Runtime\Engine\Private\SkeletalMesh.cpp:3350]
LogWindows: Error: [Callstack] 0x00007ffa1d256eb1 UnrealEditor-Engine.dll!USkinnedAsset::PostLoad() [E:\UE_SC\UnrealEngine-5.4.4-release\Engine\Source\Runtime\Engine\Private\SkinnedAsset.cpp:127]
LogWindows: Error: [Callstack] 0x00007ffa1d175421 UnrealEditor-Engine.dll!USkeletalMesh::PostLoad() [E:\UE_SC\UnrealEngine-5.4.4-release\Engine\Source\Runtime\Engine\Private\SkeletalMesh.cpp:3436]
LogWindows: Error: [Callstack] 0x00007ffaf4e577ff UnrealEditor-CoreUObject.dll!UObject::ConditionalPostLoad() [E:\UE_SC\UnrealEngine-5.4.4-release\Engine\Source\Runtime\CoreUObject\Private\UObject\Obj.cpp:1306]
LogWindows: Error: [Callstack] 0x00007ffaf4e76e03 UnrealEditor-CoreUObject.dll!UObject::PostLoadSubobjects() [E:\UE_SC\UnrealEngine-5.4.4-release\Engine\Source\Runtime\CoreUObject\Private\UObject\Obj.cpp:1340]
LogWindows: Error: [Callstack] 0x00007ffaf4e574ab UnrealEditor-CoreUObject.dll!UObject::ConditionalPostLoad() [E:\UE_SC\UnrealEngine-5.4.4-release\Engine\Source\Runtime\CoreUObject\Private\UObject\Obj.cpp:1285]
LogWindows: Error: [Callstack] 0x00007ffaf504009d UnrealEditor-CoreUObject.dll!EndLoad() [E:\UE_SC\UnrealEngine-5.4.4-release\Engine\Source\Runtime\CoreUObject\Private\UObject\UObjectGlobals.cpp:2262]
LogWindows: Error: [Callstack] 0x00007ffaf50283c8 UnrealEditor-CoreUObject.dll!`LoadPackageInternal'::`110'::<lambda_2>::operator()() [E:\UE_SC\UnrealEngine-5.4.4-release\Engine\Source\Runtime\CoreUObject\Private\UObject\UObjectGlobals.cpp:1810]
LogWindows: Error: [Callstack] 0x00007ffaf5055630 UnrealEditor-CoreUObject.dll!LoadPackageInternal() [E:\UE_SC\UnrealEngine-5.4.4-release\Engine\Source\Runtime\CoreUObject\Private\UObject\UObjectGlobals.cpp:1912]
LogWindows: Error: [Callstack] 0x00007ffaf505395d UnrealEditor-CoreUObject.dll!LoadPackage() [E:\UE_SC\UnrealEngine-5.4.4-release\Engine\Source\Runtime\CoreUObject\Private\UObject\UObjectGlobals.cpp:2068]
LogWindows: Error: [Callstack] 0x00007ffaf5053f50 UnrealEditor-CoreUObject.dll!LoadPackage() [E:\UE_SC\UnrealEngine-5.4.4-release\Engine\Source\Runtime\CoreUObject\Private\UObject\UObjectGlobals.cpp:2044]
LogWindows: Error: [Callstack] 0x00007ffa19238931 UnrealEditor-UnrealEd.dll!UCookOnTheFlyServer::LoadPackageForCooking() [E:\UE_SC\UnrealEngine-5.4.4-release\Engine\Source\Editor\UnrealEd\Private\CookOnTheFlyServer.cpp:4293]
LogWindows: Error: [Callstack] 0x00007ffa19238bdb UnrealEditor-UnrealEd.dll!UCookOnTheFlyServer::LoadPackageInQueue() [E:\UE_SC\UnrealEngine-5.4.4-release\Engine\Source\Editor\UnrealEd\Private\CookOnTheFlyServer.cpp:2856]
LogWindows: Error: [Callstack] 0x00007ffa1924a7d7 UnrealEditor-UnrealEd.dll!UCookOnTheFlyServer::PumpLoads() [E:\UE_SC\UnrealEngine-5.4.4-release\Engine\Source\Editor\UnrealEd\Private\CookOnTheFlyServer.cpp:2787]
LogWindows: Error: [Callstack] 0x00007ffa1926f464 UnrealEditor-UnrealEd.dll!UCookOnTheFlyServer::TickMainCookLoop() [E:\UE_SC\UnrealEngine-5.4.4-release\Engine\Source\Editor\UnrealEd\Private\CookOnTheFlyServer.cpp:1464]
LogWindows: Error: [Callstack] 0x00007ffa1926ec37 UnrealEditor-UnrealEd.dll!UCookOnTheFlyServer::TickCookByTheBook() [E:\UE_SC\UnrealEngine-5.4.4-release\Engine\Source\Editor\UnrealEd\Private\CookOnTheFlyServer.cpp:1346]
LogWindows: Error: [Callstack] 0x00007ffa18f5ed80 UnrealEditor-UnrealEd.dll!UCookCommandlet::RunCookByTheBookCook() [E:\UE_SC\UnrealEngine-5.4.4-release\Engine\Source\Editor\UnrealEd\Private\Commandlets\CookCommandlet.cpp:555]
LogWindows: Error: [Callstack] 0x00007ffa18f18d1d UnrealEditor-UnrealEd.dll!UCookCommandlet::CookByTheBook() [E:\UE_SC\UnrealEngine-5.4.4-release\Engine\Source\Editor\UnrealEd\Private\Commandlets\CookCommandlet.cpp:508]
LogWindows: Error: [Callstack] 0x00007ffa18f38d70 UnrealEditor-UnrealEd.dll!UCookCommandlet::Main() [E:\UE_SC\UnrealEngine-5.4.4-release\Engine\Source\Editor\UnrealEd\Private\Commandlets\CookCommandlet.cpp:249]
LogWindows: Error: [Callstack] 0x00007ff6204880dd UnrealEditor-Cmd.exe!FEngineLoop::PreInitPostStartupScreen() [E:\UE_SC\UnrealEngine-5.4.4-release\Engine\Source\Runtime\Launch\Private\LaunchEngineLoop.cpp:4195]
LogWindows: Error: [Callstack] 0x00007ff62047e146 UnrealEditor-Cmd.exe!GuardedMain() [E:\UE_SC\UnrealEngine-5.4.4-release\Engine\Source\Runtime\Launch\Private\Launch.cpp:136]
LogWindows: Error: [Callstack] 0x00007ff62047e42a UnrealEditor-Cmd.exe!GuardedMainWrapper() [E:\UE_SC\UnrealEngine-5.4.4-release\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:118]
LogWindows: Error: [Callstack] 0x00007ff6204818a4 UnrealEditor-Cmd.exe!LaunchWindowsStartup() [E:\UE_SC\UnrealEngine-5.4.4-release\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:258]
LogWindows: Error: [Callstack] 0x00007ff6204970c4 UnrealEditor-Cmd.exe!WinMain() [E:\UE_SC\UnrealEngine-5.4.4-release\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:298]
LogWindows: Error: [Callstack] 0x00007ff6204996e6 UnrealEditor-Cmd.exe!__scrt_common_main_seh() [D:\a\_work\1\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl:288]
LogWindows: Error: [Callstack] 0x00007ffb107a257d KERNEL32.DLL!UnknownFunction []
LogWindows: Error:
LogWindows: Error: end: stack for UAT
Took 269,38s to run UnrealEditor-Cmd.exe, ExitCode=3
Cook failed.
(see E:\UE_SC\UnrealEngine-5.4.4-release\Engine\Programs\AutomationTool\Saved\Logs\Log.txt for full exception trace)
AutomationTool executed for 0h 13m 37s
AutomationTool exiting with ExitCode=25 (Error_UnknownCookFailure)
BUILD FAILED

I edited my main post to include a new case where I encountered the critical error. I also made a report using their Unreal Engine Bug Submission Form were I gave a bit more information about the problem.

At a glance it looks like unreal isn’t allocating enough memory for an array for copying data for a skinned asset. The error is during a per platform eval.

Could a bad skeletal mesh LOD generation be causing this? Maybe refreshing the lod’s (if automatic) could fix the error?

You could also try turning off unneeded target platforms to maybe limit the platforms it tests in line 3350 of skeletal mesh (lod min and max levels)

Only Windows is used.

In 5.3 I didn’t had this problem, and since upgrading to 5.4 I didn’t touched any skeletal mesh. Inside the Editor and when launching the game as standalone all skeletal meshes work fine.

Changing the project from 5.3 to 5.4 didn’t had any issues. I chose the new version of UE, it generated the files, opened it in Visual Studio and build it without an error.

Yeah, reading the error message that is what I though too.

I also did a bit more testing and I found another problem related to characters in UE 5.4.4 and this time I also used Engine from Epic Launcher and not from source code and same error:
Assertion failed: UniformBufferStruct [File:D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Classes\Materials\MaterialParameterCollection.h] [Line: 172]

I managed to replicate it using Paragon Gideon which they say works with 5.4. I simply made a new project in 5.4.4, added that character and tried to open it’s character file (GideonPlayerCharacter) and it is crashing with the above error.

Then I made a new project in 5.3.2, added the same character, and here there is no problem. In 5.4 they did added some changes to characters, so I wander if maybe some of those specific changes are the cause of these problems.

Paragon characters are problematic due to the global assets (material parameter collections and others) that are broken with more than 1 character is imported. It’s a cloned GUID problem.

If you were upgrading then also remember to add the correct build order in the build file

if to 5.4 then add

IncludeOrderVersion = EngineIncludeOrderVersion.Unreal5_4;

Yeah, that is something on my TO DO list when upgrading.

As for the problem, I guess I’ll just wait for 5.4.5 or 5.5.0 as that doesn’t affect my work right now, but later it will be a big problem.

Well thanks for your suggestions anyway!