Crash when pressing play in editor (Assertion failed: Package->IsFullyLoaded())

LoginId:9060f9854d0e5fbf602b1a878e18e9ae
EpicAccountId:b3e83ef0d30a41dab0331a8252d7d420

Assertion failed: Package->IsFullyLoaded() [File:D:\Build\++UE4+Release-4.15+Compile\Sync\Engine\Source\Runtime\Engine\Private\PackageMapClient.cpp] [Line: 2420] 
Package /Game/Assets/items/testing/newHandAxe did not become loaded after FlushAsyncLoading


UE4Editor_Core!FDebug::AssertFailed() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\core\private\misc\assertionmacros.cpp:349]
UE4Editor_Engine!FNetGUIDCache::GetObjectFromNetGUID() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\engine\private\packagemapclient.cpp:2420]
UE4Editor_Engine!UPackageMapClient::InternalLoadObject() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\engine\private\packagemapclient.cpp:864]
UE4Editor_Engine!UPackageMapClient::InternalLoadObject() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\engine\private\packagemapclient.cpp:754]
UE4Editor_Engine!UPackageMapClient::ReceiveNetGUIDBunch() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\engine\private\packagemapclient.cpp:1069]
UE4Editor_Engine!UChannel::ReceivedRawBunch() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\engine\private\datachannel.cpp:307]
UE4Editor_Engine!UNetConnection::ReceivedPacket() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\engine\private\netconnection.cpp:1195]
UE4Editor_Engine!UNetConnection::ReceivedRawPacket() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\engine\private\netconnection.cpp:626]
UE4Editor_OnlineSubsystemUtils!UIpNetDriver::TickDispatch() [d:\build\++ue4+release-4.15+compile\sync\engine\plugins\online\onlinesubsystemutils\source\onlinesubsystemutils\private\ipnetdriver.cpp:227]
UE4Editor_Engine!TBaseUObjectMethodDelegateInstance<0,UNetDriver,void __cdecl(float)>::ExecuteIfSafe() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\core\public\delegates\delegateinstancesimpl.h:858]
UE4Editor_Engine!TBaseMulticastDelegate::Broadcast() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\core\public\delegates\delegatesignatureimpl.inl:937]
UE4Editor_Engine!UWorld::Tick() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\engine\private\leveltick.cpp:1262]
UE4Editor_UnrealEd!UEditorEngine::Tick() [d:\build\++ue4+release-4.15+compile\sync\engine\source\editor\unrealed\private\editorengine.cpp:1630]
UE4Editor_UnrealEd!UUnrealEdEngine::Tick() [d:\build\++ue4+release-4.15+compile\sync\engine\source\editor\unrealed\private\unrealedengine.cpp:391]
UE4Editor!FEngineLoop::Tick() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\launch\private\launchengineloop.cpp:3025]
UE4Editor!GuardedMain() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\launch\private\launch.cpp:166]
UE4Editor!GuardedMainWrapper() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:134]
UE4Editor!WinMain() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:210]
UE4Editor!__scrt_common_main_seh() [f:\dd\vctools\crt\vcstartup\src\startup\exe_common.inl:264]
kernel32
ntdll

Problem description

Basically I have three levels of blueprints

1 – equippableItem

2 – meleeWeapon, shield

3a – handAxe, sword etc inherit from meleeWeapon

3b – smallShield, mediumShield etc inherit from shield

If I just start the project and try to play (dedicated server) in the editor I get the above crash. If I make any change to it equippableItem and compile (so all its children recompile) I can play just fine without any crash. If I restart unreal after this and try to play I once again get the crash (unless I do the whole recompile workaround)

However, if I uncheck Replicated for equippableItem, compile and restart unreal it also plays just fine (with the obvious drawback that the client no longer sees any items)

If I try to play without using a dedicated server it also plays just fine.

The project cooks without any errors and is playable in production. The only time the crash occurs is in the editor

My own trouble shooting

I have tried replicating the issue in a standalone project without any success.

In the real project I basically rewrote all the classes from scratch in hopes that one of the files had gotten corrupt or something along those lines. Even then the crash occured. Though, like I mentioned above, the crash seems connected to the actor replicating.

If you want to look in the project yourselves we can make it available for download, though it’s around 12GB large.

I’ve sent the crash report every time it appeared, so if you need more information I guess you could just search for my loginId. There should be about 30-40 crashes all about this issue =P

If you have any further questions or inquiries feel free to ask!

Best regards

Robin

We have the same error. Did you changed any blueprint structure??? We think that this problems occur when we change any structure of our project.

Best,

Ruben

Do you mean the data type struct or as in the actual structure of the different blueprints involved?

When I rewrote all the blueprints I put them all in the same folder and didn’t move them afterwards. The top parent (equippableItem) inherits directly from Actor so there’s no custom blueprint inbetween. So it’s all created from a clean slate (though they obviously refer to other blueprint)

If you meant the data type struct I’ve used the same structs as in the previously broken blueprints. I have not made any changes to the structs since I recreated the blueprints.

Hi TheYawningWhale,

We are working to resolve this crash but currently have no way to reproduce the crash in house. Would it be possible to get a copy of your project for reproduction? If so, please send a link to your zipped project on Dropbox, Google Drive, etc in a private message to me on our .

TheYawningWhale is on vacation currently but I work on the same project.

I could not message you on the forum (access stuff i guess?) so here is our project. It is close to 10GB so I split into 1 gig rars so it would be a bit easier for you to download.

[Links to Files removed]

EDIT: To reproduce the issue, just check the “run dedicated server” and then press play. It should be enough to trigger the crash.

I was not able to reproduce the crash following your repro steps, however I did encounter the following errors when playing in editor:

Error Blueprint Runtime Error: Accessed None trying to read property BranchMesh1 from function: ‘UserConstructionScript’ from node: Set Static Mesh in graph: Create_Branches in object: master_tree_branch_spline with description: Accessed None trying to read property BranchMesh1

Error Blueprint Runtime Error: Accessed None trying to read property BranchMesh2 from function: ‘UserConstructionScript’ from node: Set Static Mesh in graph: Create_Branches in object: master_tree_branch_spline with description: Accessed None trying to read property BranchMesh2

Error Blueprint Runtime Error: Accessed None trying to read property BranchMesh3 from function: ‘UserConstructionScript’ from node: Set Static Mesh in graph: Create_Branches in object: master_tree_branch_spline with description: Accessed None trying to read property BranchMesh3

Error Blueprint Runtime Error: Accessed None trying to read property BranchMesh4 from function: ‘UserConstructionScript’ from node: Set Static Mesh in graph: Create_Branches in object: master_tree_branch_spline with description: Accessed None trying to read property BranchMesh4

Try correcting these errors and see if it does not resolve the issue. Also, it would be helpful if you can think of any other steps I can take to trigger the crash on our end. -Thanks.

Just made a quick video showing the crash and how I reproduce it.

I mention in the video that we do get another issue that for some reason the dedicated server does not start or maybe it's just so slow to start that the client fails to connect from time to time. If that happens, just switch back to the OlympusMap and press play again.

Edit: if you want quick anwers to any questions I’m PhroZen#4745 on the Unreal Slackers discord chatt. :slight_smile:

Hi PhroZenOne,

After following the steps in your video, I was able to reproduce the crash and have added your project to the following bug report for closer examination of the issue: UE-32568 You can follow the progress of this issue from the following link: Unreal Engine Issues.

Thank you for providing this resource as it should aid immensely in pin-pointing the issue. However, be advised that since the issue must still be evaluated and prioritized by our development staff, it may still be a while before it can be resolved.