after updating to 4.12, the editor freezes after trying to open UMG assets.
The last line in the output-window of VS2015 always is
“‘UE4Editor.exe’ (Win32): Loaded ‘C:\Universion\Engine\UnrealEngine-4.12\Engine\Binaries\Win64\UE4Editor-SequencerWidgets.dll’. Symbols loaded.”
Sorry, I have to correct myself.
Almost all assets cause this issue. Also for my project partner.
Cascade opens, and then it freezes. UMG freezes while opening. Mesh-Viewer freezes after opening…
After further testing, it almost freezes doing anything that requires a new window, but not always at the same spot. One time, a blueprint openend, the next time it froze opening the exact same one.
But as I mentioned, my teampartner has the same issues (with the same project), and we have different PC-Setups.
The issue didnt occur on a new project for neither of us.
I experienced a similar issue with 4.12. However, it occurred when trying to load a (big) level. Unfortunately, downgrading to 4.11.2 isn’t an option for me.
Posted as several issue here, as I don’t know if it really is the same. I will try to open some UMG / other assets manually though and see if I get a freeze by doing that, too.
Hello. I am the team member working with . I just added in the their change and we’re still having the same freeze up when opening assets. I’ve been manually pausing and looking at the Call Stack and the following seems to repeat as it continuously consumes more memory until it runs out and crashes. I cannot confirm that it’s an infinite loops however, it does repeat indefinitely.
PhysX3PROFILE_x64.dll!physx::ChangeList::computeList() Line 1401 C++
PhysX3PROFILE_x64.dll!physx::PxsAABBManager::computeAABBUpdateLists(unsigned int * changedActorWords, const unsigned int changedActorWordCount, const physx::PxsComputeAABBParams & params) Line 1413 C++
PhysX3PROFILE_x64.dll!physx::PxsAABBManager::updateAABBsAndBP(const unsigned int numCpuTasks, const unsigned int numSpusAABB, const unsigned int numSpusBP, physx::PxBaseTask * continuation, unsigned int * changedActorWords, const unsigned int changedActorWordCount, const bool secondBroadPhase, int * numFastMovingShapes) Line 1024 C++
PhysX3PROFILE_x64.dll!physx::PxsContext::updateBroadPhase(physx::PxBaseTask * continuation, bool secondBroadphase) Line 600 C++
PhysX3PROFILE_x64.dll!physx::Sc::Scene::ccdBroadPhase(physx::PxBaseTask * continuation) Line 1587 C++
PhysX3PROFILE_x64.dll!physx::Cm::Task::run() Line 48 C++
> UE4Editor-Engine.dll!TGraphTask<FPhysXTask<0> >::ExecuteTask(TArray<FBaseGraphTask *,FDefaultAllocator> & NewTasks, ENamedThreads::Type CurrentThread) Line 1000 C++
UE4Editor-Core.dll!FTaskThreadAnyThread::ProcessTasks() Line 1255 C++
UE4Editor-Core.dll!FTaskThreadAnyThread::ProcessTasksUntilQuit(int QueueIndex) Line 1149 C++
UE4Editor-Core.dll!FTaskThreadBase::Run() Line 621 C++
UE4Editor-Core.dll!FRunnableThreadWin::Run() Line 74 C++
UE4Editor-Core.dll!FRunnableThreadWin::GuardedRun() Line 23 C++
Are you getting a Crash Reporter window? If so, please copy and past the contents in a doc and send, including your Machine ID. Also remember to hit “submit” in the Crash Reporter window so we can cross-reference your data in our data base.
No. It never “crashes”. Just freezes until it runs out of memory but I haven’t waited that long because I force close it. Otherwise, entire system locks up.