[Crash] Project crashes during startup

So the shader graph seems particularly unstable in 4.8. I’ve been saving frequently and crashing frequently.

The last crash rendered my project inoperable. I can no longer load it up. If I debug it complains about an Apex Destructible module, which I’m not using.

There’s nothing of interest in the crash report window, just my machine ID and account ID.

How can I clear out whatever has made my project inaccessible?

Hi Antidamage -

Can you post your last log file from the project directory and the Machine ID here?

Thank You

Eric Ketchum

Other projects are fine. I’ll try to generate a new crash report tonight.

In the meantime, what files can I delete? Since it crashed during shader compilation it feels like this could just be a corrupted thing somewhere that I can delete and regenerate.

It couldn’t potentially be an upper limit to the number of instructions allowed in a blueprint shader graph, could it?

Have you tried deleting and regenerating the intermediate folder? Make sure to close the project first.

The project doesn’t even open. :wink:

Yes I have, that was the first thing I tried. Are there any other places intermediate files might live?

Hi Antidamage -

Can you post your last log file from the project directory and the Machine ID here?

Thank You

Eric Ketchum

I seem to be getting more detail back now, although nothing has changed on my end. This is an unmodified copy of the engine by the way, it’s purely a blueprint project.

Log file
Crash dump

Hi Antidamage -

I think you accidentally posted the crash dump twice, can you post your log file as well?

Thank You

Eric Ketchum

One file is 20k and is the exact, actual log file from Project/Saved/Logs and is named Celshader.log, the other is what appears in the window when it crashes and is named crash dump.txt. Have a look, they’re both different.

Could this be an issue related to whats going on here? There are crash dumps in that post as well.

Unfortunately no. My project is crashing due to a problem with a material.

Hello,

did You manage to fight crash? Couple of things I do when my project crashes, maybe this will help:

  1. Try to delete Intermediate folder from project directory
  2. Try to delete Saved folder from project directory
  3. Try to delete Binaries/Win folder from project directory

Hope it helps! Cheers

I did try that with no luck.

I also managed to resolve the situation re-create the crash several times by sheer luck: if I moved the material instance out of the Content folder, when the shader starts up the material is disabled and so there’s no crash. I narrowed the crash down to MAYBE being an additional material function, but that function is already used throughout the shader, so the problem isn’t the function itself. That’s why I think it might simply be the amount of blueprint nodes being compiled. To partially confirm this I ended up deleting some other unnecessary nodes in my shader and it resumed working.

Hi Antidamage -

I am happy that you got up and running again. I was wondering if you have a version of your project that we could run some internal tests on to see what may have been the cause of this particular crash? If you would like to keep it private feel free to message a link to me on the Forums Private Message System.

Thank You

Eric Ketchum

Sorry, clean forgot about this.

I’m about to resubmit the project to the marketplace team, are you able to use that one?

The issue still occurs if you add another Static Switch Parameter - instant crash. Is there an upper limit to how many inputs a material can have?

I can definitely use that project, but I do not have access to marketplace submissions, so you will need to link it to me via Private Messages on the Forums.

Thank you -

Eric Ketchum

It’s baaaaack.

On 4.9.2, I think this is a new issue. It happens when I place a custom material node (that was working a few minutes ago, then crashed, now I can’t place it at all):

Unknown exception - code 00000001 (first/second chance not available)

"Fatal error: [File:D:\BuildFarm\buildmachine_++depot+UE4-Releases+4.9\Engine\Source\Runtime\Engine\Private\ShaderCompiler\ShaderCompiler.cpp] [Line: 552] 
Could not rename the shad

UE4Editor_Core!FDebug::AssertFailed() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\core\private\misc\outputdevice.cpp:354]
UE4Editor_Engine!FShaderCompileThreadRunnable::WriteNewTasks() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\engine\private\shadercompiler\shadercompiler.cpp:552]
UE4Editor_Engine!FShaderCompileThreadRunnable::CompilingLoop() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\engine\private\shadercompiler\shadercompiler.cpp:753]
UE4Editor_Engine!FShaderCompileThreadRunnableBase::Run() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\engine\private\shadercompiler\shadercompiler.cpp:357]
UE4Editor_Core!FRunnableThreadWin::Run() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\core\private\windows\windowsrunnablethread.cpp:74]

New error a few minutes later! Same actions.

MachineId:5EC548EE4D5D55BBAD00FDA818B6329C
EpicAccountId:0d22223890c14e53a7b95ab62128b47c

Unknown exception - code 00000001 (first/second chance not available)

"Assertion failed: NumJobs == QueuedJobs.Num() [File:D:\BuildFarm\buildmachine_++depot+UE4-Releases+4.9\Engine\Source\Runtime\Engine\Private\ShaderCompiler\ShaderCompiler.cpp] [Line

UE4Editor_Core!FDebug::AssertFailed() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\core\private\misc\outputdevice.cpp:354]
UE4Editor_Engine!DoReadTaskResults() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\engine\private\shadercompiler\shadercompiler.cpp:249]
UE4Editor_Engine!FShaderCompileThreadRunnable::ReadAvailableResults() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\engine\private\shadercompiler\shadercompiler.cpp:662]
UE4Editor_Engine!FShaderCompileThreadRunnable::CompilingLoop() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\engine\private\shadercompiler\shadercompiler.cpp:772]
UE4Editor_Engine!FShaderCompileThreadRunnableBase::Run() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\engine\private\shadercompiler\shadercompiler.cpp:357]
UE4Editor_Core!FRunnableThreadWin::Run() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\core\private\windows\windowsrunnablethread.cpp:74]

And another. It is super obvious that the limits on resources in the shader blueprints needs to come up a bit. What can we do?

MachineId:5EC548EE4D5D55BBAD00FDA818B6329C
EpicAccountId:0d22223890c14e53a7b95ab62128b47c

Unknown exception - code 00000001 (first/second chance not available)

"Assertion failed: IsValidRef(GBufferResourcesUniformBuffer) [File:d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\renderer\private\PostProcess//SceneRenderT

UE4Editor_Core!FDebug::AssertFailed() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\core\private\misc\outputdevice.cpp:354]
UE4Editor_Renderer!FSceneRenderTargets::GetGBufferResourcesUniformBuffer() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\renderer\private\postprocess\scenerendertargets.h:408]
UE4Editor_Renderer!FDeferredPixelShaderParameters::Set<FRHIPixelShader * __ptr64>() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\renderer\private\postprocess\scenerendertargets.cpp:2380]
UE4Editor_Renderer!FMaterialShader::SetParameters<FRHIPixelShader * __ptr64>() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\renderer\private\shaderbaseclasses.cpp:254]
UE4Editor_Renderer!FPostProcessMaterialPS::SetParameters() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\renderer\private\postprocess\postprocessmaterial.cpp:100]
UE4Editor_Renderer!FRCPassPostProcessMaterial::Process() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\renderer\private\postprocess\postprocessmaterial.cpp:199]

Hi Antidamage -

Can you share the Custom Material Node HLSL that you are using mentioned on your first report of the recurrence?

Thank You

Eric Ketchum