Can someone explain the UE4 Crash Reporter to me please?

Hi

I’m running into a lot of errors in my project right now, and almost every time the error is different as I change certain pieces of code or certain aspects of my project.

What I would like to know is how I can diagnose my problems a little easier.

Currently the Editor will either just hang indefinitely or it will crash and open the UE4 Crash Reporter.

What I would like to know is how to read the crash reporter…because to me there seems to be no structure to the crash report, it starts with this:


MachineId:<Some ID>
EpicAccountId:<Some account>

Then it posts an error that might be useful, but in most cases is very vague like this:


Unknown exception - code 00000001 (first/second chance not available)

And finally there is a really long and non-descriptive list of files…with no indication of why these files are listed such as this:


KERNELBASE
UE4Editor_Core!FOutputDeviceWindowsError::Serialize() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\core\private\windows\windowsplatformoutputdevices.cpp:95]
UE4Editor_Core!FOutputDevice::Logf__VA() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\core\private\misc\outputdevice.cpp:144]
UE4Editor_Core!FDebug::AssertFailed() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\core\private\misc\outputdevice.cpp:355]
UE4Editor_RenderCore!TLockFreeFixedSizeAllocator_TLSCache<256,FNoopCounter>::Allocate() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\core\public\containers\lockfreefixedsizeallocator.h:168]
UE4Editor_RenderCore!TGraphTask<`BeginInitResource'::`2'::EURCMacro_InitCommand>::CreateTask() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\core\public\async	askgraphinterfaces.h:707]
UE4Editor_RenderCore!BeginInitResource() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\rendercore\private\renderresource.cpp:129]
UE4Editor_Renderer!TStaticMeshDrawList<FShadowDepthDrawingPolicy<1> >::TStaticMeshDrawList<FShadowDepthDrawingPolicy<1> >() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\renderer\private\staticmeshdrawlist.inl:181]
UE4Editor_Renderer!FScene::FScene() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\renderer\private\rendererscene.cpp:398]
UE4Editor_Renderer!FRendererModule::AllocateScene() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\renderer\private\rendererscene.cpp:2415]
UE4Editor_Engine!UWorld::InitWorld() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\engine\private\world.cpp:807]
UE4Editor_UnrealEd!UEditorEngine::PostCreatePIEWorld() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\editor\unrealed\private\playlevel.cpp:3438]
UE4Editor_UnrealEd!UEditorEngine::CreatePIEWorldByDuplication() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\editor\unrealed\private\playlevel.cpp:3425]
UE4Editor_Engine!UGameInstance::InitializePIE() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\engine\private\gameinstance.cpp:146]
UE4Editor_UnrealEd!UEditorEngine::CreatePIEGameInstance() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\editor\unrealed\private\playlevel.cpp:2619]
UE4Editor_UnrealEd!UEditorEngine::PlayInEditor() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\editor\unrealed\private\playlevel.cpp:2289]
UE4Editor_UnrealEd!UEditorEngine::StartQueuedPlayMapRequest() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\editor\unrealed\private\playlevel.cpp:1005]
UE4Editor_UnrealEd!UEditorEngine::Tick() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\editor\unrealed\private\editorengine.cpp:1236]
UE4Editor_UnrealEd!UUnrealEdEngine::Tick() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\editor\unrealed\private\unrealedengine.cpp:366]
UE4Editor!FEngineLoop::Tick() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\launch\private\launchengineloop.cpp:2359]
UE4Editor!GuardedMain() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\launch\private\launch.cpp:142]
UE4Editor!GuardedMainWrapper() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\launch\private\windows\launchwindows.cpp:126]
UE4Editor!WinMain() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\launch\private\windows\launchwindows.cpp:200]

Now I’m not explicitly asking for a solution to this error that I’ve demonstrated (mostly because the error is frequently different)

Can someone please give me an indication of why these files are displayed in the crash report? What do these mean? Why are they here? How can I figure out why these are related to my crash?

In this case, it appears that all of these files are part of the engine, and not my code…this is what makes me most confused…Occasionally there are references to my C++ code, which are easier to figure out the root cause.

Well, sometimes there will be an ‘Assertion Failed’ text near the top, for example: If you try to do ‘Get Days in Month’ for a month lower than 1, or greater than 12, it crashes with an assertion failed. If you are using C++, then you can sometimes find references to your Cpp or header files, along with the line at which the error occured. If you do not see signs of either of these, I think that those are just things for Epic to handle with bug reports, etc… Besides, I’m not sure you’d want to deal with errors with engine files considering that these files are made to work.

I see what you are saying about the engine, but I’m not sure how to recognize an error that is based on the engine as opposed to an error based on my project, considering these errors are only happening with one project not when I run any other project I have (3 others.), other than when it showing only Engine related files.

I have encountered Assertion errors, and do understand that these are errors due to a null pointer, asset or function, and can generally find these problems and have already in this project.

In regards to the possibility that this error is exclusively to do with the UE4 Editor or Game Engine in any way I have posted this problem in the AnswerHub.