Crash on save for no reason

I’m getting the following error out of nowhere when saving a Blueprint. I’ve tried to “Fix up Re-directors” and it did not fix it. It still compiles,but crashes on save each time.

Stack overflow - code c00000fd (first/second chance not available)

UE4Editor_CoreUObject!StaticFindObjectFastInternalThreadSafe() [d:\build++ue4+release-4.13+compile\sync\engine\source\runtime\coreuobject\private\uobject\uobjecthash.cpp:403]
UE4Editor_CoreUObject!StaticFindObjectFastInternal() [d:\build++ue4+release-4.13+compile\sync\engine\source\runtime\coreuobject\private\uobject\uobjecthash.cpp:507]
ect…

Hi ,

  • Does this occur in a clean, blank project with no additional content or is it limited to one project?
  • What was the most recent addition to your project before this started occurring?
  • What steps can I take to reproduce this on my end?
  • Can you post your crash logs and callstack here? The crashlogs can be found at \Unreal Projects\PROJECTNAME\saved\logs, the callstack appears after the editor has crashed.

This is an odd one, as I’m having issues replicating it myself. After I left it for the day and came back to it, it doesn’t replicate what it did before… which is great, sort of…

Some details though, I was adding in a simple array function, and it seemed to break once the link to the function was made.

All I can think of as a possible cause was that I accidentally opened two instances of the Unreal Editor when I started work for the day. At my first save it returned an error (obviously as the file was open twice). I closed both instances, and restarted the editor, and everything seemed fine, until the next save - when this error appeared.

This is an odd one, as I’m having issues replicating it myself. After I left it for the day and came back to it, it doesn’t replicate what it did before… which is great, sort of…

Some details though, I was adding in a simple array function, and it seemed to break once the link to the function was made.

All I can think of as a possible cause was that I accidentally opened two instances of the Unreal Editor when I started work for the day. At my first save it returned an error (obviously as the file was open twice). I closed both instances, and restarted the editor, and everything seemed fine, until the next save - when this error appeared.

Well, five minutes later it appeared again… Here is the log file.

It doesn’t do it in a new blank project.

link text

Do you have any steps I can take to reproduce this or a sample project I can take a look at?

Without packing the entire thing and having you look at it, I’m not sure how you can replicate it. It does it at random and is not linked to anything I’m doing in the blueprint. I managed to get it to work for a couple saves/compile and then it would return the same error out of no where.

I’m probably going to be stuck rolling back to the last stable backup…

Do you see your memory usage go up when you are performing these actions? You can check this by opening your task manager>Processes and going to “UE4Editor.exe”.

Additionally, try uninstalling and re-installing the editor.

Hi ,

We have not heard from you in several days. I am marking this as answered for tracking purposes. If you are still experiencing this error, please comment with the requested information.

Sorry about the late reply, needed to get away from the project for a bit after this error… I don’t see any noticeable increase in memory load. You thinking it might be an out of memory error? I’m running 32GB of RAM and usually don’t see any more than 30% usage. I just ran a basic save test now and it only reached 26-28% before it crashed with the same error.

I’ve tried the file in 4.14 and the issue is replicated, so I’m not sure that reinstalling 4.13 will make any difference.

I’ve just managed to replicate this error without trying to save the file. It appears now when clicking on the world settings. Could this be where the source of the problem is?

Hello ,

Does it consistently happen whenever you click on World Settings now? What kind of asset is it that has been giving you these problems? What does it do? Is there the possibility that it’s causing an infinite loop of some sort in its Construction Script?

Stack Overflow is something that often occurs when an infinite loop occurs or something that is looping enough to cause the process to hang up. That means that this is what we should be looking for.

As far as sending a copy of the project, you could send it if you are able to. You would only need to send the Content, Config, Source (if applicable), Plugins (also if applicable) folders and the .uproject file. You could either share it here or send it privately through a private message on our [forums][1].

If you’re not able to do that, an explanation of what this blueprint does, along w/ screenshots, may be helpful.

[1]:

Thank you for sending me your project to take a look at. While I haven’t found the exact cause for the issue yet, I was shown a way to workaround the crash since it seems related to the levels themselves. If you open a blank level or any of your basic ones like “Main”, the crash does not occur upon opening the World Settings window. Here’s a way to temporarily get around that while I try to figure out why this is happening in the first place:

  1. Create a new blank map
  2. Save that map and give it a name
  3. While still on this map, open the Level window under Windows.
  4. Click the Levels dropdown at the top left of the window and select “Add existing”
  5. Select one of the levels that causes a crash, such as “World1”
  6. Double click on “Persistent Level” to make it the main level. Its name should turn blue
  7. Right-click on World1 and choose “Select actors”
  8. Right-click on Persistent Level and choose “Move all selected actors” You may get a few warnings, but you can say yes to all of them.

Your new map should have all of the assets that were in your old map now and should be able to open the World Settings tab successfully.

Be sure to save the level immediately after doing this.

Hey Matthew,

Thank you for looking at this!

I followed your instructions and was able to migrate the level to the new one.

However, when I went to go make any change in the MainMenu file, I get the same error.

I figured that it was because the failing World1 level still existed. I managed to delete it (after restarting without any levels loaded). Yet the same save error still occurs when I try and edit anything in the MainMenu widget. I can now click on the world settings of the new level fine.

If you want to replicate what I am doing to cause the error, just open up the MainMenu widget and then rename the back button (right now it is named back1) - and try and save.

Thanks

I never looked at the MainMenu widget before but that is most definitely the issue with this project. This is the largest widget blueprint I’ve ever seen and really shouldn’t be this large. Each one of these menus should be separate widget blueprints, not all put into one. This is causing this Widget to have to do way more than it should and explains why it would cause Stack Overflow crashes when being saved.

Edit: I should mention, a Stack Overflow still shouldn’t happen, even if the blueprint is very large. I’ll need to see if I can find the cause of that.

From what I understand, this Stack Overflow is unavoidable with your current setup. You’re going to need to break up this large widget into multiple widgets.

I have tried breaking off small sections of the widget, and so far haven’t been able to get it to re-save. Do you have any advice for what the max size limit could be? Am I correct in assuming that there is no current migration solution for transferring blueprint code into a new widget?

There isn’t really a max size, it’s just what your computer can handle before it times out. There’s no real migration tools for it, the closest would be just basic copy and paste. I was able to get the widget to save by deleting about half of the elements. I just wanted to test to see if that would change anything.

When you say half of the elements, do you mean half of the contents of the MainMenu event graph, or are you including all the Macros, Variables, ect as well in that half?

Its going to take me a little bit of time to separate all these properly and rebuild all their dependencies.

I apologize for the delay, I thought I left a comment last week but apparently I never hit submit. I only deleted elements from the Widget’s design tab, the actual UI elements themselves. I didn’t remove anything related to the graph. This would obviously cause compilation issues but it was only meant to test.