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?
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?
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.
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.
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.
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.
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.
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]