[Crash] Infinity Blade: Effects

Ever since 4.11.2, opening Infinity Blade: Effects overview map crashes.
When it doesn’t crash, setting view to real time or pressing play crashes the editor. However play (mobile preview) works fine.

Steps to reproduce:

  1. Create an empty project

  2. Add Infinity Blade Effects to the project

  3. Open Infinity Blade Effect Overview Level (Should crash here, if it doesn’t see 4)

  4. Press play or set to real time view (Should crash)

Here is the crash report

MachineId:
EpicAccountId:

Access violation - code c0000005 (first/second chance not available)

UE4Editor_CoreUObject!UObject::ConditionalPostLoad() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\coreuobject\private\uobject\obj.cpp:704]
UE4Editor_Engine!FRawDistributionFloat::GetValue() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\engine\private\distributions.cpp:914]
UE4Editor_Engine!UParticleModuleRotationRate::SpawnEx() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\engine\private\particles\particlemodules.cpp:1723]
UE4Editor_Engine!UParticleModuleRotationRate::Spawn() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\engine\private\particles\particlemodules.cpp:1716]
UE4Editor_Engine!FParticleEmitterInstance::SpawnParticles() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\engine\private\particles\particleemitterinstances.cpp:2003]
UE4Editor_Engine!FParticleEmitterInstance::Spawn() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\engine\private\particles\particleemitterinstances.cpp:1958]
UE4Editor_Engine!FParticleEmitterInstance::Tick_SpawnParticles() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\engine\private\particles\particleemitterinstances.cpp:930]
UE4Editor_Engine!FParticleEmitterInstance::Tick() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\engine\private\particles\particleemitterinstances.cpp:722]
UE4Editor_Engine!UParticleSystemComponent::ComputeTickComponent_Concurrent() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\engine\private\particles\particlecomponents.cpp:4201]
UE4Editor_Engine!UParticleSystemComponent::TickComponent() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\engine\private\particles\particlecomponents.cpp:4131]
UE4Editor_Engine!FActorComponentTickFunction::ExecuteTickHelper<<lambda_13c1d0f62b5fcaced3ce7b89bd3d0f91> >() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\engine\classes\gameframework\actor.h:2722]
UE4Editor_Engine!FActorComponentTickFunction::ExecuteTick() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\engine\private\components\actorcomponent.cpp:710]
UE4Editor_Engine!FTickFunctionTask::DoTask() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\engine\private\ticktaskmanager.cpp:228]
UE4Editor_Engine!TGraphTask<FTickFunctionTask>::ExecuteTask() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\core\public\async\taskgraphinterfaces.h:886]
UE4Editor_Core!FNamedTaskThread::ProcessTasksNamedThread() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\core\private\async\taskgraph.cpp:779]
UE4Editor_Core!FNamedTaskThread::ProcessTasksUntilIdle() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\core\private\async\taskgraph.cpp:541]
UE4Editor_Engine!FTickTaskSequencer::ReleaseTickGroup() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\engine\private\ticktaskmanager.cpp:503]
UE4Editor_Engine!FTickTaskManager::RunTickGroup() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\engine\private\ticktaskmanager.cpp:1373]
UE4Editor_Engine!UWorld::RunTickGroup() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\engine\private\leveltick.cpp:702]
UE4Editor_Engine!UWorld::Tick() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\engine\private\leveltick.cpp:1198]
UE4Editor_UnrealEd!UEditorEngine::Tick() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\editor\unrealed\private\editorengine.cpp:1149]
UE4Editor_UnrealEd!UUnrealEdEngine::Tick() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\editor\unrealed\private\unrealedengine.cpp:370]
UE4Editor!FEngineLoop::Tick() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\launch\private\launchengineloop.cpp:2644]
UE4Editor!GuardedMain() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\launch\private\launch.cpp:142]
UE4Editor!GuardedMainWrapper() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\launch\private\windows\launchwindows.cpp:126]
UE4Editor!WinMain() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\launch\private\windows\launchwindows.cpp:200]
UE4Editor!__scrt_common_main_seh() [f:\dd\vctools\crt\vcstartup\src\startup\exe_common.inl:264]
kernel32
ntdll

Hi SmileyJeff,

Thank you for your report. This is a known issue and is currently under assessment by the development staff.

Shortcut = Don’t use “P_BoilerSmoke” or “P_SteamLeak”

Those two particle effects were crashing it for me.