Getting a crash I cannot locate

To preface this a little, I have a blueprint, that acts as the base class for all of the units in the project I’m working on. It contains pretty much all of the major functionality, and as such is a really large Blueprint (something like 7k ms to compile).

If anything is edited in the blueprint, and the blueprint is re-compiled, when you attempt to run the game it crashes (call stack posted below). This issue is repeatable in full, but after the crash, once you open the game back up it works perfectly fine, with all the changes you made. Some research led me to think I might have a circular dependency but when I opened up the references tree and explored as far as it would search. I found no calls to self which means it’s even deeper than that or it’s not a circular dependency problem.

MachineId:277C009443B0D2C962548AB5488C7E46
EpicAccountId:19b5e8dece1f4204b3ca571c34e4c09d

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

Assertion failed: !HasAnyFlags(RF_NeedLoad|RF_NeedPostLoad) [File:D:\BuildFarm\buildmachine_++depot+UE4-Releases+4.6\Engine\Source\Runtime\CoreUObject\Private\UObject\UObjectLinker.cpp] [Line: 96]
Detaching from existing linker for …//…//…//…//

KERNELBASE + 37901 bytes
UE4Editor_Core + 3092349 bytes
UE4Editor_Core + 1597688 bytes
UE4Editor_Core + 1479058 bytes
UE4Editor_CoreUObject + 1690196 bytes
UE4Editor_CoreUObject + 957299 bytes
UE4Editor_CoreUObject + 1136475 bytes
UE4Editor_CoreUObject + 1133818 bytes
UE4Editor_Engine + 9972256 bytes
UE4Editor_Engine + 9513667 bytes
UE4Editor_Engine + 9261061 bytes
UE4Editor_Engine + 9613469 bytes
UE4Editor_UnrealEd + 1802106 bytes
UE4Editor_UnrealEd + 6686342 bytes

UE4Editor!FEngineLoop::Tick() + 3876 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.6\engine\source\runtime\launch\private\launchengineloop.cpp:2214]

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]

To elaborate a little further, now that I have a bit more information. I tried disconnected everything from event tick (it’s currently only being used to automate a sequence of calls), after compiling beyond that (which dropped it to something like 4k ms), it still crashed. There are other blueprints with 4k ms compile times in the project though, and they don’t present any problems. Even without event tick calling things constantly, it breaks.

I removed a HUD widget that was associated with showing health and heat values of the unit, and it appeared to resolve itself. We would like to have a HUD element that displays these values alongside each unit though, so not having one is sort of a problem.

The crash has returned despite the HUD widget not being there, inclined to believe that it’s not being caused by that then

Hello ,

I have a few questions for you that will help narrow down what issue it is that you are experiencing.

Quick questions:

  1. Are you using 4.6.0 or 4.61?
  2. Can you reproduce this issue in a clean project?
  3. If so, could you provide a detailed list of steps to reproduce this issue on our end?
  4. If not, could you provide us with your project to take a closer look?
  5. Could you provide screen shots of the blueprints that are involved in this issue?

We are using 4.6.1 as for the other questions, I currently can’t seem to recreate the problem.

I will attempt to keep this post updated as it happens. What sort of screen shots would you be looking for in particular?

Reproducing in a clean project, when I tried it worked fine, then I thought to try again in the project and all the normal methods of creating the crash didn’t seem to do anything.

Hello ,

To answer your question about screen shots, it would help to see the blueprint that you mentioned in your original post. Also, just to clarify are you still having the issue?

The reason I questioned screenshots is because in order to show the full blueprint it would take approximately 80 screenshots assuming you wanted screenshots with remote readability. I could record a video or something that went through everything, or possibly just zip up the project and send it over.

I seem to have found a way to repeat the crashes without making any changes to the blueprint. If I compile the blueprint, then save it, when I attempt to run the game it crashes. This does not occur with Auto-save though

Hello ,

I would be more than happy to take a closer look at your project if you wanted to zip it up and send it this way.

The project file is rather large (370 MB zipped), so I had to put it on Dropbox to be able to share a link.

Before I link I want to ask a question as a safety for the team’s current goals:

I recognize that this may be entirely separate but posting it here won’t restrict us from attempting to present it for the Unreal Dev Grant or anything like that will it?

Given the announcement released I would doubt it, but I don’t want to post and then end up disqualified for it or something.

Hello ,

In short no. It will not affect your chances. However, if you are worried about privacy you could PM me directly on the forums and I could download the project from dropbox from there.

Hello ,

After looking over your project I believe that you have multiple circular dependency issues. This could be the root of the issue that you are experiencing. I hope that this helps.

Findings:

This is what I found in the reference viewer. I put a few pictures together to help show that it makes an infinite loop.

Make it a great day

Interesting, Ill definitely explore this, thank you very much for looking into this