Sly_Snake
(Sly_Snake)
August 25, 2022, 1:23pm
1
When running my compiled build, it starts on the main menu then loads your selected map on a button click. The problem is, perhaps 1 in 4 times at the end of loading it will just close to desktop without any message. It doesn’t matter which map I choose but some make it happen more than others. Reopening and trying again usually makes it work.
With no message I have absolutely no idea how to even begin debugging this. I have already enabled crash reporter tool but it does not trigger. I have checked system loads (cpu, gpu, memory) during loading but none seem to reach any limit. I have checked the log and it seems to just end suddenly with the last line being normal “map loaded in x seconds”. I have checked windows events and nothing useful there.
How do you go about debugging something like this? Thanks!
Bojann
(Bojan)
August 25, 2022, 1:29pm
2
In your Project Settings search for these two options
Include Debug Files
and Include Crash Reporter
. I think they are under Packaging
section.
Then you will have crash report logs that can help you with your crash.
Crash files location:
Windows: YourGameDirectory/YourGameName/Saved/Logs
Mac OS: Library/Logs/YourGameName/
2 Likes
Sly_Snake
(Sly_Snake)
August 26, 2022, 11:15am
3
Thankyou. I think I have found the first clue in one of the crash dumps. It says:
Ensure condition failed: InstanceSceneData.IsValidIndex(RenderInstanceIndex) [File:D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\InstancedStaticMesh.cpp] [Line: 1442]
Does anyone have any clue what this might mean?
Bojann
(Bojan)
August 26, 2022, 8:58pm
4
Ensure
is not necessarily a crash. Can you give us full log, so that we can check a bit better?
1 Like
Sly_Snake
(Sly_Snake)
August 27, 2022, 2:00pm
5
The same message comes up in the crashdumps when the compiled app crashes. I am now able to make it happen in the editor too (but it doesn’t crash it there), the first time I load a map and press play, it comes up with the following in the output log. Any load after that has no errors.
LogNet: Created socket for bind address: 0.0.0.0 on port 0
PacketHandlerLog: Loaded PacketHandler component: Engine.EngineHandlerComponentFactory (StatelessConnectHandlerComponent)
LogNet: Game client on port 17777, rate 500000
PIE: Client logged in
PIE: Play in editor total start time 0.364 seconds.
LogOutputDevice: Warning: Script Stack (0 frames):
LogStats: FPlatformStackWalk::StackWalkAndDump - 0.612 s
LogOutputDevice: Error: === Handled ensure: ===
LogOutputDevice: Error: Ensure condition failed: InstanceSceneData.IsValidIndex(RenderInstanceIndex) [File:D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\InstancedStaticMesh.cpp] [Line: 1442]
LogOutputDevice: Error: Stack:
LogOutputDevice: Error: [Callstack] 0x00007ffcbca350f2 UnrealEditor-Engine.dll!FInstancedStaticMeshSceneProxy::SetupProxy() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\InstancedStaticMesh.cpp:1442]
LogOutputDevice: Error: [Callstack] 0x00007ffcbc94d9b5 UnrealEditor-Engine.dll!FInstancedStaticMeshSceneProxy::FInstancedStaticMeshSceneProxy() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Classes\Engine\InstancedStaticMesh.h:552]
LogOutputDevice: Error: [Callstack] 0x00007ffcbc94d2f9 UnrealEditor-Engine.dll!FHierarchicalStaticMeshSceneProxy::FHierarchicalStaticMeshSceneProxy() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\HierarchicalInstancedStaticMesh.cpp:885]
LogOutputDevice: Error: [Callstack] 0x00007ffcbc9677b8 UnrealEditor-Engine.dll!UHierarchicalInstancedStaticMeshComponent::CreateSceneProxy() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\HierarchicalInstancedStaticMesh.cpp:3210]
LogOutputDevice: Error: [Callstack] 0x00007ffcb55a7aa5 UnrealEditor-Renderer.dll!FScene::AddPrimitive() [D:\build++UE5\Sync\Engine\Source\Runtime\Renderer\Private\RendererScene.cpp:1324]
LogOutputDevice: Error: [Callstack] 0x00007ffcbc572143 UnrealEditor-Engine.dll!UPrimitiveComponent::CreateRenderState_Concurrent() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\Components\PrimitiveComponent.cpp:609]
LogOutputDevice: Error: [Callstack] 0x00007ffcbc638cb2 UnrealEditor-Engine.dll!UStaticMeshComponent::CreateRenderState_Concurrent() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\Components\StaticMeshComponent.cpp:739]
LogOutputDevice: Error: [Callstack] 0x00007ffcbc523f81 UnrealEditor-Engine.dll!UActorComponent::RecreateRenderState_Concurrent() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\Components\ActorComponent.cpp:1689]
LogOutputDevice: Error: [Callstack] 0x00007ffcbc4f7291 UnrealEditor-Engine.dll!UActorComponent::DoDeferredRenderUpdates_Concurrent() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\Components\ActorComponent.cpp:1762]
LogOutputDevice: Error: [Callstack] 0x00007ffcbcb288a8 UnrealEditor-Engine.dll!<lambda_31cab5b4bb9fc7374be1a9e5b20a35e7>::operator()() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\LevelTick.cpp:1165]
LogOutputDevice: Error: [Callstack] 0x00007ffcbcb603b2 UnrealEditor-Engine.dll!UWorld::SendAllEndOfFrameUpdates() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\LevelTick.cpp:1185]
LogOutputDevice: Error: [Callstack] 0x00007ffcdebaeb97 UnrealEditor-UnrealEd.dll!UEditorEngine::Tick() [D:\build++UE5\Sync\Engine\Source\Editor\UnrealEd\Private\EditorEngine.cpp:1926]
LogOutputDevice: Error: [Callstack] 0x00007ffcdf53aac6 UnrealEditor-UnrealEd.dll!UUnrealEdEngine::Tick() [D:\build++UE5\Sync\Engine\Source\Editor\UnrealEd\Private\UnrealEdEngine.cpp:474]
LogOutputDevice: Error: [Callstack] 0x00007ff779b282f6 UnrealEditor.exe!FEngineLoop::Tick() [D:\build++UE5\Sync\Engine\Source\Runtime\Launch\Private\LaunchEngineLoop.cpp:5215]
LogOutputDevice: Error: [Callstack] 0x00007ff779b40d9c UnrealEditor.exe!GuardedMain() [D:\build++UE5\Sync\Engine\Source\Runtime\Launch\Private\Launch.cpp:183]
LogOutputDevice: Error: [Callstack] 0x00007ff779b40e8a UnrealEditor.exe!GuardedMainWrapper() [D:\build++UE5\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:147]
LogOutputDevice: Error: [Callstack] 0x00007ff779b43c4d UnrealEditor.exe!LaunchWindowsStartup() [D:\build++UE5\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:283]
LogOutputDevice: Error: [Callstack] 0x00007ff779b55564 UnrealEditor.exe!WinMain() [D:\build++UE5\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:330]
LogOutputDevice: Error: [Callstack] 0x00007ff779b58736 UnrealEditor.exe!__scrt_common_main_seh() [d:\a01_work\6\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl:288]
LogOutputDevice: Error: [Callstack] 0x00007ffd5b777034 KERNEL32.DLL!UnknownFunction
LogOutputDevice: Error: [Callstack] 0x00007ffd5bae2651 ntdll.dll!UnknownFunction
LogStats: SubmitErrorReport - 0.000 s
LogStats: SendNewReport - 1.007 s
LogStats: FDebug::EnsureFailed - 1.629 s
LogOnline: OSS: Created online subsystem instance for: :Context_3
LogNet: NotifyAcceptingConnection accepted from: 127.0.0.1:55906
LogHandshake: SendConnectChallenge. Timestamp: 2.131427, Cookie: 066119056121058238165222181237199013201031047129003229042153
LogHandshake: SendChallengeResponse. Timestamp: 2.131427, Cookie: 066119056121058238165222181237199013201031047129003229042153
LogNet: NotifyAcceptingConnection accepted from: 127.0.0.1:55906
LogHandshake: SendChallengeAck. InCookie: 066119056121058238165222181237199013201031047129003229042153
LogNet: Server accepting post-challenge connection from: 127.0.0.1:55906
PacketHandlerLog: Loaded PacketHandler component: Engine.EngineHandlerComponentFactory (StatelessConnectHandlerComponent)
LogNet: NotifyAcceptedConnection: Name: Castle, TimeStamp: 08/27/22 09:58:49, [UNetConnection] RemoteAddr: 127.0.0.1:55906, Name: IpConnection_3, Driver: GameNetDriver IpNetDriver_2, IsServer: YES, PC: NULL, Owner: NULL, UniqueId: INVALID
LogNet: AddClientConnection: Added client connection: [UNetConnection] RemoteAddr: 127.0.0.1:55906, Name: IpConnection_3, Driver: GameNetDriver IpNetDriver_2, IsServer: YES, PC: NULL, Owner: NULL, UniqueId: INVALID
LogNet: UPendingNetGame::SendInitialJoin: Sending hello. [UNetConnection] RemoteAddr: 127.0.0.1:17777, Name: IpConnection_2, Driver: PendingNetDriver IpNetDriver_3, IsServer: NO, PC: NULL, Owner: NULL, UniqueId: INVALID
LogNet: NotifyAcceptingChannel Control 0 server World /Game/Maps/UEDPIE_0_Castle.Castle: Accepted
LogNet: Remote platform little endian=1
LogNet: This platform little endian=1
Sly_Snake
(Sly_Snake)
August 28, 2022, 6:47am
7
Foliage parts of the maps essentially got corrupted during a transfer. Thanks for the guidance
1 Like