Keep getting animation crash, points to the montage?

When playing in the Standalone game I get a random crash usually within a few minutes in the game. This is the crash log that I get.

The crash does not happen when playing in a level that does not play montages from the level blueprint.

Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0xffffffff

UE4Editor-Engine.dll!FAnimMontageInstance::Advance() (0x00007ffeb3882060) + 197 bytes [f:\baconmanue4xboxonesource\unrealengine4.6-2374938\engine\source\runtime\engine\private\animation\animmontage.cpp:1273]
UE4Editor-Engine.dll!UAnimInstance::Montage_Advance() (0x00007ffeb385b96a) + 0 bytes [f:\baconmanue4xboxonesource\unrealengine4.6-2374938\engine\source\runtime\engine\private\animation\animinstance.cpp:1585]
UE4Editor-Engine.dll!UAnimInstance::UpdateAnimation() (0x00007ffeb386ca96) + 0 bytes [f:\baconmanue4xboxonesource\unrealengine4.6-2374938\engine\source\runtime\engine\private\animation\animinstance.cpp:453]
UE4Editor-Engine.dll!USkeletalMeshComponent::TickAnimation() (0x00007ffeb34f7965) + 0 bytes [f:\baconmanue4xboxonesource\unrealengine4.6-2374938\engine\source\runtime\engine\private\skeletalmeshcomponent.cpp:448]
UE4Editor-Engine.dll!USkeletalMeshComponent::TickPose() (0x00007ffeb34f7fce) + 0 bytes [f:\baconmanue4xboxonesource\unrealengine4.6-2374938\engine\source\runtime\engine\private\skeletalmeshcomponent.cpp:548]
UE4Editor-Engine.dll!USkinnedMeshComponent::TickComponent() (0x00007ffeb35aefb1) + 0 bytes [f:\baconmanue4xboxonesource\unrealengine4.6-2374938\engine\source\runtime\engine\private\skinnedmeshcomponent.cpp:297]
UE4Editor-Engine.dll!USkeletalMeshComponent::TickComponent() (0x00007ffeb34f7f9e) + 0 bytes [f:\baconmanue4xboxonesource\unrealengine4.6-2374938\engine\source\runtime\engine\private\skeletalmeshcomponent.cpp:556]
UE4Editor-Engine.dll!UActorComponent::ConditionalTickComponent() (0x00007ffeb2f0b323) + 22 bytes [f:\baconmanue4xboxonesource\unrealengine4.6-2374938\engine\source\runtime\engine\private\actorcomponent.cpp:906]
UE4Editor-Engine.dll!FActorComponentTickFunction::ExecuteTick() (0x00007ffeb2f2f2bc) + 19 bytes [f:\baconmanue4xboxonesource\unrealengine4.6-2374938\engine\source\runtime\engine\private\actorcomponent.cpp:470]
UE4Editor-Engine.dll!FTickTaskSequencer::FTickFunctionTask::DoTask() (0x00007ffeb3645656) + 0 bytes [f:\baconmanue4xboxonesource\unrealengine4.6-2374938\engine\source\runtime\engine\private\ticktaskmanager.cpp:322]
UE4Editor-Engine.dll!TGraphTask<FTickTaskSequencer::FTickFunctionTask>::ExecuteTask() (0x00007ffeb3651150) + 0 bytes [f:\baconmanue4xboxonesource\unrealengine4.6-2374938\engine\source\runtime\core\public\async\taskgraphinterfaces.h:671]
UE4Editor-Core.dll!FTaskThread::ProcessTasks() (0x00007ffeb8b23923) + 0 bytes [f:\baconmanue4xboxonesource\unrealengine4.6-2374938\engine\source\runtime\core\private\async\taskgraph.cpp:428]
UE4Editor-Core.dll!FTaskThread::ProcessTasksUntilQuit() (0x00007ffeb8b23b1d) + 0 bytes [f:\baconmanue4xboxonesource\unrealengine4.6-2374938\engine\source\runtime\core\private\async\taskgraph.cpp:271]
UE4Editor-Core.dll!FTaskGraphImplementation::WaitUntilTasksComplete() (0x00007ffeb8b44145) + 0 bytes [f:\baconmanue4xboxonesource\unrealengine4.6-2374938\engine\source\runtime\core\private\async\taskgraph.cpp:984]
UE4Editor-Engine.dll!FTaskGraphInterface::WaitUntilTaskCompletes() (0x00007ffeb36884a5) + 17 bytes [f:\baconmanue4xboxonesource\unrealengine4.6-2374938\engine\source\runtime\core\public\async\taskgraphinterfaces.h:188]
UE4Editor-Engine.dll!FTickTaskSequencer::ReleaseTickGroup() (0x00007ffeb3672800) + 190 bytes [f:\baconmanue4xboxonesource\unrealengine4.6-2374938\engine\source\runtime\engine\private\ticktaskmanager.cpp:187]
UE4Editor-Engine.dll!FTickTaskManager::RunTickGroup() (0x00007ffeb3674fe7) + 0 bytes [f:\baconmanue4xboxonesource\unrealengine4.6-2374938\engine\source\runtime\engine\private\ticktaskmanager.cpp:722]
UE4Editor-Engine.dll!UWorld::RunTickGroup() (0x00007ffeb33212a6) + 0 bytes [f:\baconmanue4xboxonesource\unrealengine4.6-2374938\engine\source\runtime\engine\private\leveltick.cpp:693]
UE4Editor-Engine.dll!UWorld::Tick() (0x00007ffeb33284cc) + 0 bytes [f:\baconmanue4xboxonesource\unrealengine4.6-2374938\engine\source\runtime\engine\private\leveltick.cpp:1111]
UE4Editor-Engine.dll!UGameEngine::Tick() (0x00007ffeb316fe13) + 0 bytes [f:\baconmanue4xboxonesource\unrealengine4.6-2374938\engine\source\runtime\engine\private\gameengine.cpp:845]
UE4Editor.exe!FEngineLoop::Tick() (0x00007ff71065b564) + 0 bytes [f:\baconmanue4xboxonesource\unrealengine4.6-2374938\engine\source\runtime\launch\private\launchengineloop.cpp:2214]
UE4Editor.exe!GuardedMain() (0x00007ff71064f9de) + 0 bytes [f:\baconmanue4xboxonesource\unrealengine4.6-2374938\engine\source\runtime\launch\private\launch.cpp:131]
UE4Editor.exe!GuardedMainWrapper() (0x00007ff71064fa4a) + 5 bytes [f:\baconmanue4xboxonesource\unrealengine4.6-2374938\engine\source\runtime\launch\private\windows\launchwindows.cpp:126]
UE4Editor.exe!WinMain() (0x00007ff71065cbb9) + 17 bytes [f:\baconmanue4xboxonesource\unrealengine4.6-2374938\engine\source\runtime\launch\private\windows\launchwindows.cpp:202]
UE4Editor.exe!__tmainCRTStartup() (0x00007ff71065db79) + 21 bytes [f:\dd\vctools\crt\crtw32\dllstuff\crtexe.c:618]
KERNEL32.DLL!UnknownFunction (0x00007ffeda1c13d2) + 0 bytes [UnknownFile:0]
ntdll.dll!UnknownFunction (0x00007ffedc2503c4) + 0 bytes [UnknownFile:0]
ntdll.dll!UnknownFunction (0x00007ffedc2503c4) + 0 bytes [UnknownFile:0]


[2015.01.04-17.11.35:042][ 88]LogExit: Executing StaticShutdownAfterError
[2015.01.04-17.11.35:455][ 88]LogWindows: FPlatformMisc::RequestExit(1)
[2015.01.04-17.11.35:455][ 88]Log file closed, 01/04/15 12:11:35

Seems that the crash is caused when a bp actor is controlling the pawns animation and is destroyed while having that control.

Hi TheAgent,

Are you still getting this crash? If so, have you eliminated the possibility of it being tied in with animation montages? Have you done any more troubleshooting steps? Let me know if you are still experiencing an issue.

Thanks,

Only thing I was able to conclude was that keeping the actors that have played my characters anim montage prevented the crashes. For some reason they stay tied to the character pawn, so I guess once they are garbage collected (after being destroyed) the reference will be null and cause a crash. This is what seems to happen from experience. I want to delete them since they are ticked for input and would like to save on the performance.

Hi TheAgent,

In the BP actor, un-possess the pawn before destroying it. If this does not work, please post screenshots of your blueprints.

Thanks

Ill get you a screenshot soon.

This is the section that would play a montage on a specified character of the controlled player.

Hi TheAgent,

Thanks for the screen shot. However in order to troubleshoot your issue, we’re going to need screenshots of your blueprints…

  1. Where the pawn is possessed
  2. Where the pawn is unpossessed
  3. Where the pawn is destroyed

This way we can determine the best way to manage the data so it does not accumulate exponentially.

Also, regarding the crash, we need the following logs:

  1. “UE4.log” Located: Engine\Saved\Logs\
  2. “ProjectName.log” Located: ProjectName\Saved\Logs\

Hi TheAgent,

We have not heard back from you in a few days, so we are marking this post as Resolved for tracking purposes. If you are still experiencing the issue you reported, please respond to this message with the additional requested information and we will offer further assistance.

Thank you.