Constant crashing when trying to play in editor

Hey, I’m having trouble using UE4 today. The editor keeps crashing after I play inside the editor 3 or 4 times (every single time, it plays fine a few times, then crashes on the next attempt). It was working fine yesterday.

I’m using 4.1.1 preview, and I have reinstalled it, though that did not help at all. One thing I’ve noticed is that when I first open up UE4 and play in editor, it starts playing almost instantly. The next 2 or 3 times it takes more and more time to start; it crashes after that.

Edit: I’ve also realized that the slower start and the inevitable crash happens consistently after I edit and compile / save blueprints (doesn’t seem to matter which). It does not crash if I open up the editor and play without working with blueprints.

The crash report window that comes up only contains one line:

27d2029f8b198140f310960db0f403ff

Here’s the crash log:

Log file open, 05/10/14 15:47:50
LogModuleManager:Warning: ModuleManager: Module 'PakFile' not found - it's StaticallyLinkedModuleInitializers function is null.
LogModuleManager:Warning: ModuleManager: Module 'StreamingFile' not found - it's StaticallyLinkedModuleInitializers function is null.
LogModuleManager:Warning: ModuleManager: Module 'NetworkFile' not found - it's StaticallyLinkedModuleInitializers function is null.
LogInit: Version: 4.1.1-2066463+++depot+UE4-Releases+4.1
LogInit: Compiled (64-bit): May  7 2014 23:06:07
LogInit: Build Configuration: Development
LogInit: Branch Name: ++depot+UE4-Releases+4.1
LogInit: Command line: CrashReportClient.exe -LogFolder=C:/Users/Gabi/AppData/Local/UnrealEngine/4.1/Saved/CrashLogs
LogInit: Base directory: F:/Dev/Unreal Engine 4/Unreal Engine/4.1/Engine/Binaries/Win64/
LogInit: Rocket: 1
[2014.05.10-12.47.50:066][  0]LogTaskGraph: Started task graph with 2 named threads and 4 total threads.
[2014.05.10-12.47.50:088][  0]LogInit: Computer: GABI-PC
[2014.05.10-12.47.50:088][  0]LogInit: User: Gabi
[2014.05.10-12.47.50:088][  0]LogInit: CPU Page size=4096, Cores=4
[2014.05.10-12.47.50:088][  0]LogInit: High frequency timer resolution =3.030835 MHz
[2014.05.10-12.47.50:088][  0]LogMemory: Memory total: Physical=12.0GB (12GB approx) Virtual=131072.0GB
[2014.05.10-12.47.50:088][  0]LogMemory: Platform Memory Stats for Windows
[2014.05.10-12.47.50:088][  0]LogMemory: Process Physical Memory: 44.38 MB used, 44.38 MB peak
[2014.05.10-12.47.50:088][  0]LogMemory: Process Virtual Memory: 36.39 MB used, 36.40 MB peak
[2014.05.10-12.47.50:088][  0]LogMemory: Physical Memory: 6848.00 MB used, 12286.43 MB total
[2014.05.10-12.47.50:088][  0]LogMemory: Virtual Memory: 163.77 MB used, 134217728.00 MB total
[2014.05.10-12.47.50:173][  0]LogInit: WinSock: version 1.1 (2.2), MaxSocks=32767, MaxUdp=65467
[2014.05.10-12.47.50:316][  0]CrashReportClientLog: Initial state = Unknown UploadState value
[2014.05.10-12.47.50:316][  0]CrashReportClientLog: Sending HTTP request (pinging server)
[2014.05.10-12.47.50:351][  0]LogSlate:Warning: GetFontFace failed to load or process '../../../Engine/Content/Slate/Fonts/Roboto-Black.ttf'
[2014.05.10-12.47.50:351][  0]LogSlate:Warning: GetFontFace failed to load or process '../../../Engine/Content/Slate/Fonts/Roboto-Black.ttf'
[2014.05.10-12.47.50:353][  0]LogSlate:Warning: GetFontFace failed to load or process '../../../Engine/Content/Slate/Fonts/Roboto-Black.ttf'
[2014.05.10-12.47.50:354][  0]LogSlate:Warning: GetFontFace failed to load or process '../../../Engine/Content/Slate/Fonts/Roboto-Black.ttf'
[2014.05.10-12.47.50:354][  0]LogSlate:Warning: GetFontFace failed to load or process '../../../Engine/Content/Slate/Fonts/Roboto-Black.ttf'
[2014.05.10-12.47.50:354][  0]LogSlate:Warning: GetFontFace failed to load or process '../../../Engine/Content/Slate/Fonts/Roboto-Black.ttf'
[2014.05.10-12.47.50:354][  0]LogSlate:Warning: GetFontFace failed to load or process '../../../Engine/Content/Slate/Fonts/Roboto-Black.ttf'
[2014.05.10-12.47.50:354][  0]LogSlate:Warning: GetFontFace failed to load or process '../../../Engine/Content/Slate/Fonts/Roboto-Black.ttf'
[2014.05.10-12.47.50:354][  0]LogSlate:Warning: GetFontFace failed to load or process '../../../Engine/Content/Slate/Fonts/Roboto-Black.ttf'
[2014.05.10-12.47.50:354][  0]LogSlate:Warning: GetFontFace failed to load or process '../../../Engine/Content/Slate/Fonts/Roboto-Black.ttf'
[2014.05.10-12.47.50:354][  0]LogSlate:Warning: GetFontFace failed to load or process '../../../Engine/Content/Slate/Fonts/Roboto-Black.ttf'
[2014.05.10-12.47.50:839][  0]CrashReportClientLog: =========================> OnProcessRequestComplete(), State=PingingServer
[2014.05.10-12.47.50:839][  0]CrashReportClientLog: State change from PingingServer to Ready
[2014.05.10-12.47.50:839][  0]LogSlate:Warning: GetFontFace failed to load or process '../../../Engine/Content/Slate/Fonts/Roboto-Black.ttf'
[2014.05.10-12.47.50:839][  0]LogSlate:Warning: GetFontFace failed to load or process '../../../Engine/Content/Slate/Fonts/Roboto-Black.ttf'
[2014.05.10-12.47.50:839][  0]LogSlate:Warning: GetFontFace failed to load or process '../../../Engine/Content/Slate/Fonts/Roboto-Black.ttf'
[2014.05.10-12.47.50:839][  0]LogSlate:Warning: GetFontFace failed to load or process '../../../Engine/Content/Slate/Fonts/Roboto-Black.ttf'
[2014.05.10-12.47.50:839][  0]LogSlate:Warning: GetFontFace failed to load or process '../../../Engine/Content/Slate/Fonts/Roboto-Black.ttf'
[2014.05.10-12.47.50:839][  0]LogSlate:Warning: GetFontFace failed to load or process '../../../Engine/Content/Slate/Fonts/Roboto-Black.ttf'
[2014.05.10-12.47.52:555][  0]CrashReportClientLog: State change from Ready to Cancelled
[2014.05.10-12.47.53:574][  0]LogWindows: FPlatformMisc::RequestExit(0)
[2014.05.10-12.47.53:616][  0]LogWindowsTextInputMethodSystem:Error: Terminating failed while unadvising the language notification sink from the TSF source.
[2014.05.10-12.47.53:616][  0]CrashReportClientLog: Final state = Cancelled
[2014.05.10-12.47.53:616][  0]CrashReportClientLog:Warning: CHECK FAILED at d:\buildfarm\buildmachine_++depot+ue4-releases+4.1\engine\source\programs\crashreporter\crashreportclient\private\CrashReportUtil.h(22)
[2014.05.10-12.47.53:616][  0]LogExit: Exiting.
[2014.05.10-12.47.53:617][  0]Log file closed, 05/10/14 15:47:53

After some further testing and debugging, I’ve managed to identify the source of the crashes, though not the reason.

It appears there is a specific Blueprint I have that causes the game to crash (after compiling any blueprint) if there are instances of it in the level. The Blueprint in question has quite a bit of logic inside and as components, it’s formed out of 2 static meshes, 1 box collider, an arrow, and a child actor component (another blueprint → a plane with a dynamic material instance on it).

In my attempts to find out what’s wrong with it, I’ve first disconnected all event nodes (making it do nothing, essentially), however this did not stop the crashes. Next, I’ve erased all of the nodes inside → this stopped the crashes. After this, I’ve added back some random logic nodes with positive results. Finally, I’ve added back some getters and setters for some of the variables declared in the BP (not connected to anything, just randomely thrown in), and the Editor crashed while compiling.

It seems the issue is with this BP, specifically, whenever I have variables on the canvas, and after compiling. Is there a limit of how many variables a blueprint can have before it breaks apart?

I’m currently out of ideas. I will attempt to recreate the BP and see if it still does the same thing or not.

Hi Dwel,

Would you be comfortable attaching a copy of your blueprint uasset that is causing the issue?

From the sound of what you have going on, it would be a bit difficult to help pinpoint a specific problem otherwise.

Thanks!

Tim

Hey, I have no issue attaching the BP, the entire project is just a quick prototype to learn to use UE4. There is a slight complication in that the BP in question makes calls to other BPs, so sending just this BP will cause errors and not replicate the crash (from what I tested).

I’ve used the “migrate” function on it and put together a scrubbed (per say) version of the project that will work and replicate the crash. I cleaned up and commented this specific BP as best I could, but it’s not particularly pretty.

After unzipping and opening the project, the default map should be “TestLevel.umap”. Playing the level right after opening it will work as intended, regardless of how many times you play/stop. The BP that is the problem is called “GraveSpawn” and is inside the “Blueprints” folder. If you open this BP and compile it (without actually making any changes), then try to play/stop/play, it will crash.

Removing the instance of “GraveSpawn” from the level will stop causing the crash, even if the BP is compiled. Hopefully it makes sense a little.

Here is the BP on its own (as I’ve mentioned, it’s not very functional solo): GraveSpawn.uasset

Here is the zipped project: CrashBP.zip

I have tried to rebuild the BP and replace every reference to the old one with the new one (had to do it by hand since the automatic way inside UE4 was crashing as well when attempted with this one), however it did not fix the problem.

I’ve done some further testing and I was able to pinpoint the exact (?) cause of the BP problem. One of the components is a Child Actor, removing it has stopped the BP from crashing on compile or on play. Spawning the actor I wanted attached and attaching it at runtime does not crash the game.

The Child Actor is just a simple blueprint → a plane with a material instance that gets made dynamic at runtime and tweaked by the BP that was causing the crashes. (in the project files, the Child Actor is the “GravePatternBP” blueprint)

Trying to add another child actor to the BP (a different actor this time, one that is not even used inside the graph), will still crash it on compile and then as usual. I even tried it with an empty blueprint, but it still crashes.

It seems the problem is with adding / having a Child Actor component.

Hello,

Thank you for your report. We were not able to investigate this on the engine version you reported, but there have been many version changes to UE4 since this question was first posted. With a new version of the Engine comes new fixes and it is possible that this issue has changed or may no longer occur. Due to timetable of when this issue was first posted, we are marking this post as resolved for tracking purposes.

If you are still experiencing the issue you reported in the current engine version, then please respond to this message with additional information and we will investigate as soon as possible. If you are experiencing a similar, but different issue at this time, please submit a new report for it.

Thank you.