4.8.1.
first noticed this on 4.8.0. Was happening there every 15 mins. On 4.8.1 it happens every hour or so. I don’t know exact reproduction steps. But it just happened withing 10 mins of opening the editor.
- open enemycharacterAnimBP > go to animGraph tab
- open enemycharacterBP (that has about 10 child bp)
- created a custom event in the enemycharacterBP (nothing in the event yet)
- went to MyPlayableCharBP to check variable name
- once I knew the variable name I went to click on the enemycharacterBP to use it and accidentally clicked on enemycharaterAnimBP (which had animgraph open still). Before fully loading the animGraph it crashes
This happens the same way every time. It’s GENERALLY from navigating from any characterBP to its animgraph. But it does for sure sometimes happen even when just opening the animBP for the first time even if its not already open. Happens more often when its already open though.
CrashReport:
Access violation - code c0000005 (first/second chance not available)
""
UE4Editor_Engine!FAnimNode_StateMachine::FindValidTransition() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\engine\private\animation\animnode_statemachine.cpp:422]
UE4Editor_Engine!FAnimNode_StateMachine::Update() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\engine\private\animation\animnode_statemachine.cpp:298]
UE4Editor_Engine!FPoseLinkBase::Update() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\engine\private\animation\animnodebase.cpp:86]
UE4Editor_Engine!FPoseLinkBase::Update() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\engine\private\animation\animnodebase.cpp:86]
UE4Editor_Engine!FPoseLinkBase::Update() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\engine\private\animation\animnodebase.cpp:86]
UE4Editor_Engine!FAnimNode_BlendListBase::Update() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\engine\private\animation\animnode_blendlistbase.cpp:100]
UE4Editor_Engine!FPoseLinkBase::Update() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\engine\private\animation\animnodebase.cpp:86]
UE4Editor_Engine!UAnimInstance::UpdateAnimation() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\engine\private\animation\animinstance.cpp:438]
UE4Editor_Engine!USkeletalMeshComponent::TickAnimation() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\engine\private\components\skeletalmeshcomponent.cpp:497]
UE4Editor_Engine!USkeletalMeshComponent::TickPose() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\engine\private\components\skeletalmeshcomponent.cpp:606]
UE4Editor_Engine!USkinnedMeshComponent::TickComponent() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\engine\private\components\skinnedmeshcomponent.cpp:447]
UE4Editor_Engine!USkeletalMeshComponent::TickComponent() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\engine\private\components\skeletalmeshcomponent.cpp:618]
UE4Editor_UnrealEd!UDebugSkelMeshComponent::TickComponent() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\editor\unrealed\private\animation\debugskelmeshcomponent.cpp:717]
UE4Editor_Engine!UActorComponent::ConditionalTickComponent() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\engine\private\components\actorcomponent.cpp:1108]
UE4Editor_Engine!FActorComponentTickFunction::ExecuteTick() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\engine\private\components\actorcomponent.cpp:656]
UE4Editor_Engine!FTickTaskSequencer::FTickFunctionTask::DoTask() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\engine\private\ticktaskmanager.cpp:113]
UE4Editor_Engine!TGraphTask<FTickTaskSequencer::FTickFunctionTask>::ExecuteTask() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\core\public\async\taskgraphinterfaces.h:753]
UE4Editor_Core!FTaskThread::ProcessTasks() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\core\private\async\taskgraph.cpp:430]
UE4Editor_Core!FTaskThread::ProcessTasksUntilQuit() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\core\private\async\taskgraph.cpp:273]
UE4Editor_Core!FTaskGraphImplementation::WaitUntilTasksComplete() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\core\private\async\taskgraph.cpp:991]
UE4Editor_Engine!FTaskGraphInterface::WaitUntilTaskCompletes() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\core\public\async\taskgraphinterfaces.h:192]
UE4Editor_Engine!FTickTaskSequencer::ReleaseTickGroup() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\engine\private\ticktaskmanager.cpp:232]
UE4Editor_Engine!FTickTaskManager::RunTickGroup() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\engine\private\ticktaskmanager.cpp:643]
UE4Editor_Engine!UWorld::RunTickGroup() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\engine\private\leveltick.cpp:697]
UE4Editor_Engine!UWorld::Tick() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\engine\private\leveltick.cpp:1181]
UE4Editor_Persona!FAnimationViewportClient::Tick() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\editor\persona\private\animationeditorviewportclient.cpp:740]
UE4Editor_UnrealEd!UEditorEngine::Tick() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\editor\unrealed\private\editorengine.cpp:1399]
UE4Editor_UnrealEd!UUnrealEdEngine::Tick() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\editor\unrealed\private\unrealedengine.cpp:366]
UE4Editor!FEngineLoop::Tick() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\launch\private\launchengineloop.cpp:2359]
UE4Editor!GuardedMain() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\launch\private\launch.cpp:142]
UE4Editor!GuardedMainWrapper() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\launch\private\windows\launchwindows.cpp:126]
UE4Editor!WinMain() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\launch\private\windows\launchwindows.cpp:200]
Hi,
I was unable to reproduce the crash on our end. To narrow things down, can you tell me if you have:
- Tried this in a duplicate project without the “enemycharacterBP … with about 10 child bp’s?”
- Reproduced in one our template projects, like the Third Person Blueprint project?
- If so, can you provide a new list of repro-steps that we will be better able to follow here?
Thanks!
Its not exact. I know thats not that helpful when debugging. But I really don’t know how to recreate it when I need to. Well murphys law it seems, I can recreate it if I do a lot of important changes and deliberately not save it will of course crash.
Anyway, it just did it again. I have my playabelCharBP open, the animBP for that character and I opened a separate weaponBP. I made some changes in the weaponBP. Of course I didnt save them yet. When I closed it and next tab was the animBP… it crashed before i could even see the nodes. Might be a good test to open UE4. open several blueprints. Character, enemy whatever. Open animBP for them as well. Then leave it open for awhile. Perhaps its a memory thing. Maybe if your BP are small and arent changing multiple child bp’s when edited it’s not taking much load. Leave them open for a bit… all windows. Then after an hour or so, make changes in some of the BPs, then close one. Go to the animBP and see if it crashes on you.
Heres the report from the crash just now.
http://pastebin.com/ZEErZ6p0
havent tried it in a new project
technically i started this project off the Third person template project but I’m not using anything from the template at this point.
I’m also using a really large map. Not sure if it matters but im not doing anything map specific so I’ll just work for now in a tiny map and see how that goes.
Hi,
Try working in a small map as you mentioned, with not a lot of Windows open, but leave a few open while you work for at least an hour and see if the condition improves. Also, can you send a copy of your dxdiag? -And, if possible, the following logs:
- “UE4.log” Located: Engine\Saved\Logs\
- “ProjectName.log” Located: ProjectName\Saved\Logs\
Lastly, when you crash, have you (or rather, will you) hit the “Submit” button on the Crash Reporter Pop-Up? This helps us cross-reference your crash log against a separate log in our Crash Reporter system.
Thanks
This is still happening on 4.8.2 fyi. Just started doing more animation work and started working in the animBP again… animGraph open in one tab. LARGE characterBP in another… worked for about 2 hours in the characterBP while going to the animBP every half hour to do something here and there. Made a bunch of changes in the characterBP and hadn’t looked at the animBP for about 40 mins. Clicked on the animBP tab by accident and it crashed and I lost all changes in the characterBP since last save…
This was on a small map. The TPS example map that ships with the editor.
Theres no log in the engine\saved
the crash report in the project log im pretty sure is a memory related crash. Theres def something wrong with my configuration or the engine, or a combination of both.
dxdiag
crashlog
I always submit the crash reports… you probably have like 50+ from me alone between yesterday and today sadly. In fact, one of the reasons I’m more active in the is simply to kill time between crashes.
Thanks for the update. We have a ticket in for a bug that shares the same error from your crash report. Can you provide your callstack or name of your project so I can verify this is the same bug? Thanks.
ConvMPDemo
another 20-30 crashes in a matter of a few hours last night… i was frustrated enough eventually i just went to bed.
No real cause I can see other than the mycharacter blue print is pretty big. I had it closed and worked in the animbp for awhile without crashes so the issue may be the size of the characterbp… more specifically how it handles memory.
I have 12 gb of ram. GT650M vid card and two SSD drives. That should be able to handle the size of this project Id think.
Also, it may or may not be related but;
It tends to crash more often on compile. Sometimes when I change a function like adding an input to it that wasn’t there before but its used throughout. Sometimes it will just error and I need to go around finding all the places that function is used and refresh nodes on each one. But almost half the time the editor just crashes there.
Even if not having changed a function it tends to crash pretty often on compile. 90% of the time i save after every edit, but sometimes I get ballsy and work for an hour or so then out of habit hit compile before a save and when I realize what I’d done, I then immediately start drinking and watching tv knowing my fate. Though a braver man might wait and see if the compile finished after the standard 30sec freeze. I like to be disappointed by it after a beer. The compile has drastically been longer since 480. Very noticeably for me. 476 seemed to compile pretty instantly, even though the blueprint was bigger then too.
Cross referencing your project name I was able to locate all your crashes and they are not all the same bug. While we are looking into this, can you try migrating your character with the large Character Blueprint to a project utilizing a 4.7 iteration of the engine? This will narrow down if there is a conflict between that blueprint and 4.8 specifically vs just a UE4 bug in general.
Also, would you be willing to provide your project file via dropbox or similar solution?
Sure. I’ll need to re-download it.
testing for a crash on it might not be so cut and paste. I’ll try a few things and see what happens.
I’d prefer to not upload it anywhere for now, it’s also like 14 gigs big. (mostly the saved folder it looks like? 10GB and the content folder being 4 )
I have like 6 different projects. Where I’ve built out certain parts of the game then migrated to a new one to not bring all the stuff I didn’t use into it (the only way to clean a project as far as I know). Lately I’ve been working off the same project for a long while. Theres a lot of assets and orphaned classes that need to be cleaned. I should migrate all the necessities to a new project to clean it up I suppose. It might help my overall performance… whether the engine cares about the assets outside of the blueprint I’m compiling at that moment i donno.
Hi,
I’ve used the information you gave us to enter the following bug report: JIRA [UE-19538]. If we are able to isolate the cause of the crashes you are experiencing and can resolve the issue, we will update this post to let you know.
In the meantime, I believe you are on the right track in cleaning up your assets and orphaned classes and collecting all your assets into one stable project.
Hey.
I did move the core parts over to a new project after upgrading to 4.8.2.
The same large characterBP (which is now larger) is present. Can say the crashes are probably a solid 60% better as is less often. They still do occur, seemingly random. Definitely better when I hit compile before save though. It rarely crashes when doing that now, it actually just compiles most of the time. I have still gotten crashes here and there doing seemingly random things. I’ve been submitting the reports, its on a diff project name now tho.
Havent had a chance to test on 4.7. Been so busy with real life and stuff lately but I did download.
Def improvement since either upgrading to 4.8.2 or cleaning up my project
thx for the follow up
EDIT: I meant 4.8.3 in this comment not 2. I was already on 4.8.2
Hi there!!
Try to assign discrete graphics from the NVIDIA control panel, overriding default setting for UE4Editor.exe, this solved me the issue
Cheers!!
This specific crash, based on the user’s crash reporter data matched with others on our Crash Reporter site, stopped occurring with UE 4.9. For future reference, if you want to report a crash, please submit the data from the crash reporter pop up screen, including your machine ID, so that we can identify your specific crash.
That said, overriding default settings for UE4Editor in the Nvidia Control Panel may be the solution for users with a similar crash to this one, so thanks for posting your solution!