Crashing after updating to 5.1.1

After updating to 5.1.1 all my projects made in the previous version “5.1” are crashing. Does anyone have the same issue? If so, is there a fix?

  1. Re-installing 5.1.1 does not work.
  2. Cannot migrate the old assets into a clean 5.1.1 project. Keeps crashing.
  3. Is there a way to get the original “5.1” install? It is not available in the library installs.
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Hey there @Sean3Dmonkey! May I see the crash logs? Depending on what error is happening there are a couple of fixes going around.

Hello SupportiveEntry, which logs in the \Saved\Logs would like to see. And do I post them here?

  1. If I edit the Sequencer in any way, UE crashes.
  2. If I delete anything from the Outliner, UE crashes.
  3. If I do a render from Movie Render Que, UE crashes.
  4. If I try to migrate assets into a clean 5.1.1 project, UE crashes.

I hope there is a way to get the original 5.1 install, if I may ask?

CrashContext.runtime-xml (189.3 KB)
CrashReportClient.ini (112 Bytes)
(upload://aihHqY9AOjpLne0wMawks56GMcH.log) (146.9 KB)
UEMinidump.dmp (1.3 MB)

The last time I saw this issue it came up with a user’s world partitioning having some issues and they had to remake the levels, but if the assets themselves are failing, something else is likely at fault.

Assertion failed: FTickTaskManager::Get().HasTickFunction(Level, this) [File:D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\TickTaskManager.cpp] [Line: 1868] 

So technically you could build 5.1 from the source if you’ve already gotten set up for that. Here’s the page to find the release version you want, and info on how to sign up to receive access the source.

https://github.com/EpicGames/UnrealEngine/releases

The link to GitHub did not seem to work. Is there another way to get the original 5.1 install?

Hey there @Sean3Dmonkey! You need to sign up to be invited to the organization and then this page won’t be a 404! Here’s a link with how to do that. It will send an email to join the org, you’ll have to accept it and then you will be able to see the releases page.

https://github.com/EpicGames/UnrealEngine/releases

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Hello, is there a proper way to do the world partitioning for levels?

  1. I was trying to put all the environment geo in one level and lock it so no one could move the geo.
  2. I put all the characters on another level for animation.
  3. And put all the lights in a separate level and lock it so no one could move the lights.

It’s definitely dependent on how your game works. The “proper” way is to create data layers and hot-swap them in and out like normal level streaming, while also having the world partitioning distance streaming on top of that. You can see an example of that in the videos below, but it’s by no means the only way.