Crash only when using Mobile Preview

In 4.6 release, I have a bug with my map, where if I run it in mobile preview, it will crash. (Crash log below). It runs fine on device, and editor. Only the mobile preview fails. It appears to have something to do with a node based on the call stack…but I can’t track down which. I couldn’t get it to work without removing every node and every variable (even with every node, it still crashed…I had to remove the variables too). theres no warnings, no nothing.

[2014.12.10-00.14.42:768][ 0]LogWindows: === Critical error: ===
Fatal error: [File:E:\UE4\UnrealEngine-4.6.0-release\Engine\Source\Runtime\CoreUObject\Private\Templates\Casts.cpp] [Line: 11]
Cast of nullptr to Blueprint failed

KERNELBASE.dll!UnknownFunction (0x00007fffc537606c) + 0 bytes [UnknownFile:0]
UE4Editor-Core.dll!FOutputDeviceWindowsError::Serialize() (0x00007fffa4e12f0d) + 0 bytes [e:\ue4\unrealengine-4.6.0-release\engine\source\runtime\core\private\windows\windowsplatformoutputdevices.cpp:95]
UE4Editor-Core.dll!FMsg::Logf__VA() (0x00007fffa4cafe1f) + 0 bytes [e:\ue4\unrealengine-4.6.0-release\engine\source\runtime\core\private\misc\outputdevice.cpp:526]
UE4Editor-CoreUObject.dll!CastLogError() (0x00007fffa8bca1f7) + 0 bytes [e:\ue4\unrealengine-4.6.0-release\engine\source\runtime\coreuobject\private\templates\casts.cpp:12]
UE4Editor-Engine.dll!CastChecked() (0x00007fffa22861bc) + 44 bytes [e:\ue4\unrealengine-4.6.0-release\engine\source\runtime\coreuobject\public\templates\casts.h:160]
UE4Editor-Engine.dll!UBlueprintGeneratedClass::GetAuthoritativeClass() (0x00007fffa22c8dfe) + 17 bytes [e:\ue4\unrealengine-4.6.0-release\engine\source\runtime\engine\private\blueprintgeneratedclass.cpp:73]
UE4Editor-BlueprintGraph.dll!UK2Node_CallFunction::CreateSelfPin() (0x00007fff9e7510db) + 12 bytes [e:\ue4\unrealengine-4.6.0-release\engine\source\editor\blueprintgraph\private\k2node_callfunction.cpp:623]
UE4Editor-BlueprintGraph.dll!UK2Node_CallFunction::CreatePinsForFunctionCall() (0x00007fff9e75075a) + 15 bytes [e:\ue4\unrealengine-4.6.0-release\engine\source\editor\blueprintgraph\private\k2node_callfunction.cpp:771]
UE4Editor-BlueprintGraph.dll!UK2Node_CallFunction::AllocateDefaultPins() (0x00007fff9e749e63) + 0 bytes [e:\ue4\unrealengine-4.6.0-release\engine\source\editor\blueprintgraph\private\k2node_callfunction.cpp:563]
UE4Editor-BlueprintGraph.dll!UK2Node::ReconstructNode() (0x00007fff9e77face) + 0 bytes [e:\ue4\unrealengine-4.6.0-release\engine\source\editor\blueprintgraph\private\k2node.cpp:357]
UE4Editor-BlueprintGraph.dll!UEdGraphSchema_K2::ReconstructNode() (0x00007fff9e7185e1) + 0 bytes [e:\ue4\unrealengine-4.6.0-release\engine\source\editor\blueprintgraph\private\edgraphschema_k2.cpp:3424]
UE4Editor-UnrealEd.dll!FBlueprintEditorUtils::RefreshExternalBlueprintDependencyNodes() (0x00007fffa0efba64) + 0 bytes [e:\ue4\unrealengine-4.6.0-release\engine\source\editor\unrealed\private\kismet2\blueprinteditorutils.cpp:329]
UE4Editor-Engine.dll!UBlueprintGeneratedClass::ConditionalRecompileClass() (0x00007fffa22b1023) + 0 bytes [e:\ue4\unrealengine-4.6.0-release\engine\source\runtime\engine\private\blueprintgeneratedclass.cpp:193]
UE4Editor-CoreUObject.dll!FScopedClassDependencyGather::~FScopedClassDependencyGather() (0x00007fffa8baacef) + 19 bytes [e:\ue4\unrealengine-4.6.0-release\engine\source\runtime\coreuobject\private\blueprint\blueprintsupport.cpp:291]
UE4Editor-CoreUObject.dll!ULinkerLoad::CreateExport() (0x00007fffa8c58a16) + 0 bytes [e:\ue4\unrealengine-4.6.0-release\engine\source\runtime\coreuobject\private\uobject\linkerload.cpp:3289]
UE4Editor-CoreUObject.dll!ULinkerLoad::IndexToObject() (0x00007fffa8c74a74) + 0 bytes [e:\ue4\unrealengine-4.6.0-release\engine\source\runtime\coreuobject\private\uobject\linkerload.cpp:3436]
UE4Editor-CoreUObject.dll!ULinkerLoad::CreateExport() (0x00007fffa8c58257) + 11 bytes [e:\ue4\unrealengine-4.6.0-release\engine\source\runtime\coreuobject\private\uobject\linkerload.cpp:3059]
UE4Editor-CoreUObject.dll!ULinkerLoad::CreateExportAndPreload() (0x00007fffa8c58c9b) + 5 bytes [e:\ue4\unrealengine-4.6.0-release\engine\source\runtime\coreuobject\private\uobject\linkerload.cpp:2441]
UE4Editor-CoreUObject.dll!ULinkerLoad::LoadAllObjects() (0x00007fffa8c76c4b) + 0 bytes [e:\ue4\unrealengine-4.6.0-release\engine\source\runtime\coreuobject\private\uobject\linkerload.cpp:2512]
UE4Editor-CoreUObject.dll!LoadPackageInternal() (0x00007fffa8cd5695) + 0 bytes [e:\ue4\unrealengine-4.6.0-release\engine\source\runtime\coreuobject\private\uobject\uobjectglobals.cpp:875]
UE4Editor-Engine.dll!UEngine::LoadMap() (0x00007fffa29ec956) + 42 bytes [e:\ue4\unrealengine-4.6.0-release\engine\source\runtime\engine\private\unrealengine.cpp:8810]
UE4Editor-Engine.dll!UEngine::Browse() (0x00007fffa29b6895) + 40 bytes [e:\ue4\unrealengine-4.6.0-release\engine\source\runtime\engine\private\unrealengine.cpp:8100]
UE4Editor-Engine.dll!UGameInstance::StartGameInstance() (0x00007fffa2470326) + 42 bytes [e:\ue4\unrealengine-4.6.0-release\engine\source\runtime\engine\private\gameinstance.cpp:296]
UE4Editor-Engine.dll!UGameEngine::Init() (0x00007fffa245829e) + 0 bytes [e:\ue4\unrealengine-4.6.0-release\engine\source\runtime\engine\private\gameengine.cpp:480]
UE4Editor.exe!FEngineLoop::Init() (0x00007ff78a6123ea) + 0 bytes [e:\ue4\unrealengine-4.6.0-release\engine\source\runtime\launch\private\launchengineloop.cpp:1919]
UE4Editor.exe!GuardedMain() (0x00007ff78a611a44) + 5 bytes [e:\ue4\unrealengine-4.6.0-release\engine\source\runtime\launch\private\launch.cpp:126]
UE4Editor.exe!GuardedMainWrapper() (0x00007ff78a611b6a) + 5 bytes [e:\ue4\unrealengine-4.6.0-release\engine\source\runtime\launch\private\windows\launchwindows.cpp:126]
UE4Editor.exe!WinMain() (0x00007ff78a61ecd9) + 17 bytes [e:\ue4\unrealengine-4.6.0-release\engine\source\runtime\launch\private\windows\launchwindows.cpp:202]
UE4Editor.exe!__tmainCRTStartup() (0x00007ff78a61fca9) + 21 bytes [f:\dd\vctools\crt\crtw32\dllstuff\crtexe.c:618]
KERNEL32.DLL!UnknownFunction (0x00007fffc5f016ad) + 0 bytes [UnknownFile:0]
ntdll.dll!UnknownFunction (0x00007fffc7f84409) + 0 bytes [UnknownFile:0]
ntdll.dll!UnknownFunction (0x00007fffc7f84409) + 0 bytes [UnknownFile:0]

[2014.12.10-00.14.42:769][ 0]LogExit: Executing StaticShutdownAfterError
[2014.12.10-00.14.42:776][ 0]LogWindows: FPlatformMisc::RequestExit(1)
[2014.12.10-00.14.42:776][ 0]Log file closed, 12/09/14 18:14:42

Hey ,

Thank you for reporting this issue. Would you be able to attach your DXdiag and your Project Log Files? Does this only occur on this project? Is there a way that i may be able to replicate this issue that you have been seeing?

Any additional information would be greatly appreciated.

Thanks!

What are dxdiag files?

Would you be on a Mac or Windows PC? DXdiag is basically the specs of your hardware using to run UE4.

Windows machine. I’ll try to get the info for u and a test project.

Found the solution.

I attached the debugger to the spawned process when running Mobile Preview. I found out that the crash was happening when loading a blueprint function that was tied to an interface. I deleted the interface and turned them into normal functions and bam it worked. I think it just got corrupted when moving over (everything else worked fine).

Glad to hear that crash has been resolved. If you run across the error in a future release, please feel free to reopen this issue so that I may further investigate the issue,

Have a great day!