Converting from 4.10 to 4.11 Crashing

When I convert my project located in my C: drive from 4.10 to 4.11 Unreal engine crashes. In the CrashContext.runtime-xml file I see a reference to the D:\ drive. does anyone know how to get around this?

Fatal error: [File:D:\BuildFarm\buildmachine_++UE4+Release-4.11\Engine\Source\Runtime\Engine\Private\ShaderCompiler\ShaderCompiler.cpp] [Line: 424] &nl;ShaderCompileWorker crashed! &nl; &nl; Assertion failed: DLLHandle != nullptr **[File:D:\BuildFarm\buildmachine_++UE4+Release-**4.11\Engine\Source\Runtime\Core\Private\Internationalization\ICUInternationalization.cpp] [Line: 214] &nl;&nl;&nl;&nl;&nl;

Hi ,

We will need some more information to isolate this issue. Although your project resides on your C drive, the D drive is routinely designated for running things like the Swarm Agent, which is used to build your lighting. However, this is not necessarily the root cause of the issue crash you are experiencing.

Since the error is referencing shader compilers, this likely has something to do with Light Building. Here are some troubleshooting steps you can try to isolate the cause of this crash and hopefully work around it.

  1. Open the original project in UE4.10, rebuild lighting and save & close. Make sure to remove any non-essential lights or lights you might have been merely experimenting with before doing so.
  2. Open a new blank template project in UE4.11
  3. Then select “Open Project” and choose to Open the UE4.10 project you just resaved and closed.
  4. When prompted, choose “Open a Copy of the Project.”
  5. Does this still crash?
  6. If so, Clone a version of the original UE4.10 project.
  7. In the Clone, delete all lighting in the World Outliner and rebuild.
  8. Open a copy of the non-lit version in UE4.11
  9. Does it still crash?

If it does not crash, you can isolate which light is causing the problem. If it still crashes, let us know and we will examine this more in depth.

Thanks,

.

,
Thank you for the response.

I have tried both options and UE 4.11 still crashed with each option. Let me know what else I can send you to assist.

Kind regards

Error Message:
Fatal error: [File:D:\BuildFarm\buildmachine_++UE4+Release-4.11\Engine\Source\Runtime\Engine\Private\ShaderCompiler\ShaderCompiler.cpp] [Line: 424]
ShaderCompileWorker crashed!

Assertion failed: DLLHandle != nullptr [File:D:\BuildFarm\buildmachine_++UE4+Release-4.11\Engine\Source\Runtime\Core\Private\Internationalization\ICUInternationalization.cpp] [Line: 214]

UE4Editor_Core!FDebug::AssertFailed() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\core\private\misc\outputdevice.cpp:430]
UE4Editor_Engine!DoReadTaskResults() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\engine\private\shadercompiler\shadercompiler.cpp:424]
UE4Editor_Engine!FShaderCompileThreadRunnable::ReadAvailableResults() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\engine\private\shadercompiler\shadercompiler.cpp:945]
UE4Editor_Engine!FShaderCompileThreadRunnable::CompilingLoop() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\engine\private\shadercompiler\shadercompiler.cpp:1090]
UE4Editor_Engine!FShaderCompileThreadRunnableBase::Run() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\engine\private\shadercompiler\shadercompiler.cpp:618]
UE4Editor_Core!FRunnableThreadWin::Run() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\core\private\windows\windowsrunnablethread.cpp:74]

I believe I have found your issue on our Crash Reporter site but want to be sure this is your crash specifically… In order to do this I need your machine ID. Please post this information.

In the meantime, another option to try would be to make a backup copy of the original project folder from the Unreal Projects folder in “My Documents” and save on your desktop (to restore later.) Then in the original 4.10 project, delete all lights, rebuild and save. Then open a copy of the original by opening a blank project in UE4.11 and then selecting to open a copy of the original 4.10 project. If this doesn’t work, discard the 4.10 project file (that you deleted the lights in) and restore with the copy you saved to your desktop.

You can also try opening a copy of the project after turning off “Swarm Agent” here:

85445-swarm.png

*These steps may work, but most importantly I need your Machine ID (Assuming you have hit the “submit” button in the Crash Reporter window.)

Hi ,
Here’s my Machine ID
MachineId:F6406C4B49C1F9CD4A19ACA27C16F81B

Removing the lights did not work.

Swarm Agent did not startup during the conversion of the project. It takes quite awhile for the project to crash, but at no point was the swarm agent running.

regards

When you say it takes a while for the project to crash, is the project open in 4.11 at this point or is it taking quite a while to open and then crash?

The project is busy loading in unreal. I see the loading screen and the crash occurs at about 95%

Hi Danie,

The bug that matches your callstack in our Crash Reporter has only been reported from your machine in this iteration of the engine which points to this being project specific rather than a bug with the engine itself. At this point, in order to isolate the asset that is causing the problem, I suggest opening a blank project in UE4.11 and migrating blocks of assets at a time, starting with the most recently created and working backwards.

-.

,
Ok, so it’s on me… As a test I’ve created a new project in 4.10 and added some assets from Infinityblade. When I converted to 4.11 it crashed with the same error. for now, I’ll continue development under 4.10.

I was not able to reproduce this by importing Infinity Blade assets (effects, skeletal and static meshes) and placing various ones in a new scene w/ a custom landscape in a UE4.10 project and opening a copy with UE4.11. If you can list precise repro steps (ie what exact Infinity Blade assets etc) or, if easier, want to send a link to the 4.10 project with the Infinity Blade assets that is crashing when converting to 4.11, this will help isolate the cause of the problem. Also, in order to find a system close to yours, please include a copy of your DXdiag. If you choose to, you can send these directly to me in a private message on our .

,
Thank you for the effort. I’ve PM’ed you access to SVN containing the source code.

Thanks for sending the zipped version of the project… I was able to open a copy in UE4.11 without crashing and have sent you a link to the file on Dropbox in a private message to see if you can open it. Let me know if you have any problems accessing the file and/or opening it.

,
Once again, thank you for the effort. I uninstalled VisualStudio and re-installed 4.11 and all prerequisites. After this I could open the project in 4.11.

Side note:
The mouse cursor bug in 4.11 is preventing me from using 4.11 for my project.

Thanks for taking the time to post what you had to do in order to open your UE4.10 project in UE4.11. I have converted this to the Answer to the post.

In regards to the mouse cursor bug, this has been reported as fixed and should be included with the 4.11.2 to be released in the near future. If this does not resolve the issue at that time, please let me know by responding to this post.