Crashing - Assertion Failed

Hi,

I’ve been experiencing this error after adding what I would consider, quite a major component to the project I’m working on. Without it, I can’t build any units, at least not in the way I was going to. (It’s a 4x game)

Update: Added entire crash Callstack

Anyway, here’s the error information:

MachineId:96999F78496FE8A2B20DB5B68392D87E
EpicAccountId:742c923a418d4fbb8f5e682f252ac4d5

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

Assertion failed: ((UObject*)ContainerPtr)->IsA((UClass*)GetOuter()) [File:D:\BuildFarm\buildmachine_++depot+UE4-Releases+4.7\Engine\Source\Runtime\CoreUObject\Public\UObject\UnrealType.h] [Line: 357] 
'ClassAShipyard_C_0' is of class 'ClassAShi

KERNELBASE + 109229 bytes
UE4Editor_Core!FOutputDeviceWindowsError::Serialize() + 292 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\core\private\windows\windowsplatformoutputdevices.cpp:95]
UE4Editor_Core!FOutputDevice::Logf__VA() + 248 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\core\private\misc\outputdevice.cpp:144]
UE4Editor_Core!FDebug::AssertFailed() + 1079 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\core\private\misc\outputdevice.cpp:224]
UE4Editor_CoreUObject!UObject::execInstanceVariable() + 488 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:975]
UE4Editor_Engine!UKismetMathLibrary::execGreater_FloatFloat() + 49 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\engine\classes\kismet\kismetmathlibrary.h:61]
UE4Editor_CoreUObject!UFunction::Invoke() + 180 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\coreuobject\private\uobject\class.cpp:3713]
UE4Editor_CoreUObject!UObject::CallFunction() + 1112 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:395]
UE4Editor_CoreUObject!UObject::ProcessContextOpcode() + 141 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:1451]
UE4Editor_CoreUObject!UObject::execLetBool() + 334 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:1370]
UE4Editor_CoreUObject!UObject::ProcessInternal() + 1644 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:602]
UE4Editor_CoreUObject!UFunction::Invoke() + 180 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\coreuobject\private\uobject\class.cpp:3713]
UE4Editor_CoreUObject!UObject::ProcessEvent() + 3036 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:924]
UE4Editor_Engine!AActor::ProcessEvent() + 259 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\engine\private\actor.cpp:529]
UE4Editor_Engine!AActor::ExecuteConstruction() + 655 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\engine\private\actorconstruction.cpp:552]
UE4Editor_Engine!AActor::RerunConstructionScripts() + 3610 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\engine\private\actorconstruction.cpp:436]
UE4Editor_Engine!AActor::PostEditChangeProperty() + 566 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\engine\private\actoreditor.cpp:67]
UE4Editor_CoreUObject!UObject::PostEditChange() + 52 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\coreuobject\private\uobject\obj.cpp:232]
UE4Editor_UnrealEd!FBlueprintEditorUtils::PostEditChangeBlueprintActors() + 325 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\editor\unrealed\private\kismet2\blueprinteditorutils.cpp:6353]
UE4Editor_Kismet!FBlueprintEditor::OnBlueprintChangedImpl() + 53 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\editor\kismet\private\blueprinteditor.cpp:2923]
UE4Editor_Kismet!TBaseSPMethodDelegateInstance<0,FBlueprintEditor,0,TTypeWrapper<void> __cdecl(UBlueprint * __ptr64)>::Execute() + 76 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\core\public\delegates\delegateinstancesimpl_variadics.inl:282]
UE4Editor_Kismet!TBaseSPMethodDelegateInstance<0,FBlueprintEditor,0,void __cdecl(UBlueprint * __ptr64)>::ExecuteIfSafe() + 60 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\core\public\delegates\delegateinstancesimpl_variadics.inl:388]
UE4Editor_Engine!TBaseMulticastDelegate<void,UBlueprint * __ptr64>::Broadcast() + 165 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\core\public\delegates\delegatesignatureimpl_variadics.inl:1030]
UE4Editor_UnrealEd!FKismetEditorUtilities::CompileBlueprint() + 4099 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\editor\unrealed\private\kismet2\kismet2.cpp:814]
UE4Editor_UnrealEd!FBlueprintCompileReinstancer::ReinstanceObjects() + 3086 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\editor\unrealed\private\kismet2\kismetreinstanceutilities.cpp:376]
UE4Editor_UnrealEd!FKismetEditorUtilities::CompileBlueprint() + 2409 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\editor\unrealed\private\kismet2\kismet2.cpp:773]
UE4Editor_UnrealEd!FBlueprintCompileReinstancer::ReinstanceObjects() + 3086 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\editor\unrealed\private\kismet2\kismetreinstanceutilities.cpp:376]
UE4Editor_UnrealEd!FKismetEditorUtilities::CompileBlueprint() + 2409 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\editor\unrealed\private\kismet2\kismet2.cpp:773]
UE4Editor_UnrealEd!UEditorEngine::PlayInEditor() + 2956 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\editor\unrealed\private\playlevel.cpp:2014]
UE4Editor_UnrealEd!UEditorEngine::StartQueuedPlayMapRequest() + 643 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\editor\unrealed\private\playlevel.cpp:974]
UE4Editor_UnrealEd!UEditorEngine::Tick() + 3604 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\editor\unrealed\private\editor.cpp:1226]
UE4Editor_UnrealEd!UUnrealEdEngine::Tick() + 22 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\editor\unrealed\private\unrealedengine.cpp:347]
UE4Editor!FEngineLoop::Tick() + 4179 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\launch\private\launchengineloop.cpp:2257]
UE4Editor!GuardedMain() + 1404 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\launch\private\launch.cpp:142]
UE4Editor!GuardedMainWrapper() + 26 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\launch\private\windows\launchwindows.cpp:126]
UE4Editor!WinMain() + 249 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\launch\private\windows\launchwindows.cpp:202]
UE4Editor!__tmainCRTStartup() + 329 bytes [f:\dd\vctools\crt\crtw32\dllstuff\crtexe.c:618]

So what does the “Assertion failed” bit mean? And what could I do to try and stop it?

Anyway, here’s some more info.

I’m currently using only blueprints.

Here’s some of what’s been added (Build ClassAShip event node) that I assume is causing the issue, that’s inside the “ClassAShipyard” blueprint.
The ship node only accepts a class of “Class AShip”, but I pass a child class called “Fighter”. Is that the issue?
(The reason I did it like this is so I could just pass a child class as a parameter and not duplicate the code for the various child classes that could be spawned)

Before I added this and the following implementation in a widget, there were no issues.

Here’s what calls it.

Another note, after restarting, after the crash, it works fine, but as soon as I make a change and recompile, it crashes again, I haven’t paid too much attention, but I think it’s always from the same place.
It also runs fine if I select the launch option instead of play, but it seems that everything or some is completely recompiled when I choose it.

Update: Added log and link to .dmp file

Added the crash log found at “C:\Users\UserName\AppData\Local\Microsoft\Windows\WER\ReportQueue”
Are these the right ones?
Couldn’t add the dmp file directly but [here’s a link to Mediafire][4]

Added a second log file, it seems it has more information than the main one I added for some reason, looked through, they seem identical up until where the shorter one ends.

Hi bogieman987,

Could you post your entire crash Callstack, Log, and Dmp files? Also, don’t forget to submit the crash report.

Updated the post and added the required information, hopefully it’s the right ones files.

Also the Callstack which is the crash reporter data from the screen that pops up on crash.

I updated the top of the post where I originally only had a section of it. Contains the whole Crash report data from the Callstack now.
Also, I believe I submitted the crash report as well.

I don’t know if I managed to properly fix it, but I looked at the crash log, saw the line “[2015.05.19-17.18.31:402][454]LogBlueprint:Warning: USimpleConstructionScript::FixupRootNodeParentReferences() - Couldn’t find inherited parent component ‘Scene’ for ‘Fighter’ in BlueprintGeneratedClass ‘REINST_Fighter_C_379’ (it may have been removed)”.

So I re-parented the “Fighter” blueprint to a higher parent class and back, it seems to have stopped the crashing.

Nope, it’s still happening. Though it did change, it went to only crashing when attempting to compile a specific class, and then back. Submitted the crash report for both.
Though I have a feeling this may be beyond what I can do with the blueprints :confused:

I have the crash reports now, but I’m still having issues reproducing this in-house. Do you think you could repro this in a new project? If not, maybe send me a link to download a stripped down version of your project?

You could send it by private message over the Forums if you aren’t comfortable posting the link here.

I forgot to mention that I changed the way I created the asset, so it doesn’t seem to be what I posted about earlier with the UI stuff.

How would I go about providing a stripped down version (what would I send)?
I don’t mind posting here, everything I have put into the game is made by me and is temporary, plus the blueprints could help others.

Quick question, is it possible that reparenting a fair few number of times could cause an issue in general?
As I have done it several times as I’ve been going along and figuring out a better way to do something.

If your project isn’t to large and is mostly for testing anyhow, you could just upload it as is. But if you want to create a stripped down test project, try moving the assets that are causing the issue to a new blank project and reproduce it there.

Although reparenting shouldn’t cause issues, doing it numerous times could possibly cause some errors. I’ll do some tests in the meantime to see if I can get your results.

I’m too sure what would be considered large seeing as more and more games are become around 50gb, but mine is 3.62gb.

Here’s a link to Mediafire, I put the project into a WinRAR file to make it quicker to upload/download if that’s ok.

There may not be anything wrong any more however, as I deleted an actor I had placed in the world, it was there for testing, but I never deleted it. It had been there even after I reparented things, so perhaps that copy didn’t get updated and caused an issue.

Ultimately, it seems to work fine now, though if I get an issue that seems to be the same as the previous ones. I’ll post an update.

Update
It’s still happening. :frowning:

Which blueprint are you making changes to that causes the crash? What are the repro steps from opening the project?

The blueprint is “SelectablePawn”.
No matter what happens, if I try to compile that blueprint, it crashes, so there’s aren’t any specific steps on what to do. It has a fair number of child blueprints.

Here’s an example of what it currently has, and what I plan to do, so it’s a pretty vital blueprint.

I’ve made numerous changes to the SelectablePawn blueprint and it seems to compile fine for me. I did manage to get a crash once but I haven’t been able to find a reliable way to reproduce it.

Hmm, that’s really strange.

I guess at this point I’ll just remake some of the blueprints from scratch, see if that fixes it on my end.

Could the reference viewer show what objects would extend on “SelectablePawn” as I would think that in itself is a type of reference?
Reason I’m asking is just in case it may shed light on the issue and because it doesn’t really look right to me, but that could just be due to my ignorance as to how it works.

Update

Just noticed something, it’s doesn’t happen all the time, the crashing, had a play about, managed to compile the class fine as well. Started making changes, then it crashed when trying to compile the “Structure” class as I added a call to parent begin play event to it. So it almost seems random.
One thing I do however, though it may not mean much is play, place a few structures, make a few changes compile, play it again, place a few structures to see how the change worked out. Perhaps this in and out of play causes an issue somewhere.

But the main thing is, when I compile and it crashes, I relaunch, and the change has been saved, as if it did compile correctly. Though this isn’t always the case, it definitely doesn’t always save the changes.

I’ve remade some of the blueprints seems to have sorted it, I think it was a parenting issue, so I’m not experiencing the crashes any more.
So this may be closed.
Thanks anyways.