Since updating to 4.18, I am seeing this wierd non-fatal crash in the log my dedicated server and client on linux and windows:
(Important bits in underlined bold)
[2017.10.31-21.55.14:751] 0]LogPakFile: New pak file ../../../ProjectName/Content/Paks/ProjectName-WindowsNoEditor.pak added to pak precacher.
[2017.10.31-21.55.15:023] 0]LogStats: FPlatformStackWalk::StackWalkAndDump - 0.164 s
[2017.10.31-21.55.15:023] 0]LogOutputDevice: Error: === Handled ensure: ===
[2017.10.31-21.55.15:023] 0]LogOutputDevice: Error:
[2017.10.31-21.55.15:023] 0]LogOutputDevice: Error: Ensure condition failed: Lhs.Array.Num() == Lhs.InitialNum [File:c:\users\altrue\documents\unrealengine\engine\source\runtime\core\public\Containers/SparseArray.h] [Line: 781]
[2017.10.31-21.55.15:023] 0]LogOutputDevice: Error: **Container has changed during ranged-for iteration!**
[2017.10.31-21.55.15:023] 0]LogOutputDevice: Error: Stack:
[2017.10.31-21.55.15:023] 0]LogOutputDevice: Error: [Callstack] 0x0000000040271766 ProjectName.exe!FWindowsPlatformStackWalk::StackWalkAndDump() [c:\users\altrue\documents\unrealengine\engine\source\runtime\core\private\windows\windowsplatformstackwalk.cpp:200]
[2017.10.31-21.55.15:023] 0]LogOutputDevice: Error: [Callstack] 0x00000000400106C1 ProjectName.exe!FDebug::EnsureFailed() [c:\users\altrue\documents\unrealengine\engine\source\runtime\core\private\misc\assertionmacros.cpp:299]
[2017.10.31-21.55.15:023] 0]LogOutputDevice: Error: [Callstack] 0x000000004002AA06 ProjectName.exe!FDebug::OptionallyLogFormattedEnsureMessageReturningFalse() [c:\users\altrue\documents\unrealengine\engine\source\runtime\core\private\misc\assertionmacros.cpp:425]
**[2017.10.31-21.55.15:023] 0]LogOutputDevice: Error: [Callstack] 0x0000000042DCC415 ProjectName.exe!FPakAsyncReadFileHandle::DoProcessing() [c:\users\altrue\documents\unrealengine\engine\source\runtime\pakfile\private\iplatformfilepak.cpp:3218]**
[2017.10.31-21.55.15:023] 0]LogOutputDevice: Error: [Callstack] 0x0000000042DCED96 ProjectName.exe!TGraphTask<FAsyncIOCPUWorkTask>::ExecuteTask() [c:\users\altrue\documents\unrealengine\engine\source\runtime\core\public\async askgraphinterfaces.h:787]
[2017.10.31-21.55.15:023] 0]LogOutputDevice: Error: [Callstack] 0x000000003FEE5D15 ProjectName.exe!FTaskThreadAnyThread::ProcessTasks() [c:\users\altrue\documents\unrealengine\engine\source\runtime\core\private\async askgraph.cpp:910]
[2017.10.31-21.55.15:023] 0]LogOutputDevice: Error: [Callstack] 0x000000003FEE6F8D ProjectName.exe!FTaskThreadAnyThread::ProcessTasksUntilQuit() [c:\users\altrue\documents\unrealengine\engine\source\runtime\core\private\async askgraph.cpp:786]
[2017.10.31-21.55.15:023] 0]LogOutputDevice: Error: [Callstack] 0x000000003FEF5455 ProjectName.exe!FTaskThreadBase::Run() [c:\users\altrue\documents\unrealengine\engine\source\runtime\core\private\async askgraph.cpp:502]
[2017.10.31-21.55.15:023] 0]LogOutputDevice: Error: [Callstack] 0x000000004026F41C ProjectName.exe!FRunnableThreadWin::Run() [c:\users\altrue\documents\unrealengine\engine\source\runtime\core\private\windows\windowsrunnablethread.cpp:76]
[2017.10.31-21.55.15:023] 0]LogOutputDevice: Error: [Callstack] 0x000000004025FF63 ProjectName.exe!FRunnableThreadWin::GuardedRun() [c:\users\altrue\documents\unrealengine\engine\source\runtime\core\private\windows\windowsrunnablethread.cpp:33]
[2017.10.31-21.55.15:023] 0]LogOutputDevice: Error: [Callstack] 0x00000000771959CD kernel32.dll!UnknownFunction ]
[2017.10.31-21.55.15:023] 0]LogOutputDevice: Error: [Callstack] 0x00000000773CA561 ntdll.dll!UnknownFunction ]
[2017.10.31-21.55.15:023] 0]LogOutputDevice: Error:
The game still runs but it’s quite ugly to systematically have a stacktrace at the beginning of your logs. Besides, it’s just broken code waiting to happen…
Any ideas?