EQS crashes editor

Every time I try to set an environment query in the defaults tab of my pawn the engine crashes immediately.

I’m following the steps from this tutorial: unreal-ai-tutorial.info, and I have tried several different versions of the engine on github, as well as the 4.6 preview.

Here is the callstack from my last attempt (this was 4.6 preview)

MachineId:D6B167964C40736F8A9D8A8EEE6725D5
EpicAccountId:3a02da9c51dd4211956cd8a2ea9d7598

Access violation - code c0000005 (first/second chance not available)

UE4Editor_Engine + 1532506 bytes
UE4Editor_Engine + 1532590 bytes
UE4Editor_Engine + 6511112 bytes
UE4Editor_AIModule + 980140 bytes
UE4Editor_AIModule + 889846 bytes
UE4Editor_CoreUObject + 1089027 bytes
UE4Editor_PropertyEditor + 2252950 bytes
UE4Editor_PropertyEditor + 2097388 bytes
UE4Editor_PropertyEditor + 2098451 bytes
UE4Editor_PropertyEditor + 2634490 bytes
UE4Editor_PropertyEditor + 2674581 bytes
UE4Editor_PropertyEditor + 2676794 bytes
UE4Editor_PropertyEditor + 1719676 bytes
UE4Editor_PropertyEditor + 1742060 bytes
UE4Editor_PropertyEditor + 2261190 bytes
UE4Editor_PropertyEditor + 1723100 bytes
UE4Editor_PropertyEditor + 1743964 bytes
UE4Editor_ContentBrowser + 952104 bytes
UE4Editor_ContentBrowser + 1337050 bytes
UE4Editor_ContentBrowser + 1382981 bytes
UE4Editor_ContentBrowser + 1372049 bytes
UE4Editor_ContentBrowser + 1981749 bytes
UE4Editor_ContentBrowser + 1908411 bytes
UE4Editor_Slate + 432060 bytes
UE4Editor_Slate + 160583 bytes
UE4Editor_Slate + 832224 bytes
UE4Editor_Slate + 770598 bytes
UE4Editor_Core + 2484697 bytes
UE4Editor_Core + 2400747 bytes
UE4Editor_Core + 2489259 bytes
UE4Editor_Core + 2387170 bytes
user32 + 105425 bytes
user32 + 104666 bytes
UE4Editor_Core + 2490470 bytes
UE4Editor!FEngineLoop::Tick() + 3434 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.6\engine\source\runtime\launch\private\launchengineloop.cpp:2191]
UE4Editor!GuardedMain() + 479 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.6\engine\source\runtime\launch\private\launch.cpp:131]
UE4Editor!GuardedMainWrapper() + 26 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.6\engine\source\runtime\launch\private\windows\launchwindows.cpp:126]
UE4Editor!WinMain() + 249 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.6\engine\source\runtime\launch\private\windows\launchwindows.cpp:202]
UE4Editor!__tmainCRTStartup() + 329 bytes [f:\dd\vctools\crt\crtw32\dllstuff\crtexe.c:618]

And here is a dxdiag, if that helps at all.

Thanks
Matt

Hey Matt,

Thank you very much for reporting this issue!

In the blog post I never said you should be setting EQS query asset in EQSTestingPawn-derived class’ defaults :slight_smile: Just set it on the instance you place on the level.

And I’ve just submitted a safety check for this in CL#2373797.

Cheers,

–mieszko

Derp, man that was silly of me. Hope you’re not laughing too hard…

Not tooo hard :wink:
And seriously, it exposed a flaw and I’m glad you found it :slight_smile:
Cheers!

One thing I’ve noticed is that changing the density of a can have a catastrophic effect on my performance.

For example if my radius is set to a few thousand and I want to set my density slightly higher to be performant, the wuery will start to run before I’ve finished entering the value. So it’ll attempt the query with a radius of 5000 and a density of 1.

Don’t know if that is helpful or not, but it seemed important.

Yeah, it’s a known issue and on my list of things to handle :slight_smile: