Map crashes on load in editor due to unknown issue with foliage

I have a map which crashes the editor on load due to some kind of foliage issue.

This has happened twice on the same map. What is strange is that it will worked perfectly and suddenly won’t load.

I previously rolled it back a few versions in Perforce and repeated a couple of hours of work that I wrote off. Now it has happened again and is getting annoying.

If I can’t resolve this properly I will have to start the map over. Hopefully this information is useful.

If it helps I used a map from a purchased asset pack to ensure that I got the correct map settings. I then added my own terrain and foliage before removing the other landscape and attached foliage. Note that the problem I am having started some time after this after several successful editor restarts.

The problem starts randomly which breaks the map. Interestingly rolling the map back a couple of versions in Perforce does not fix it (I have to go back much further).

Using another workstation makes no difference.

Rolling back the foliage files and even removing them from the project makes no difference.

Migrating the map to a new project makes no difference.

Here is the crash report including IDs…

MachineId:0A30D91044E771AB3F643396C448FCD1
EpicAccountId:11c57ab2130a4c3c93b0be107e743792

Assertion failed: !Cache.InstanceBaseInvMap.Contains(BaseInfo.BasePtr) [File:D:\Build++UE4+Release-4.12+Compile\Sync\Engine\Source\Runtime\Foliage\Private\FoliageInstanceBase.cpp] [Line: 252]

UE4Editor_Core!FDebug::AssertFailed() [d:\build++ue4+release-4.12+compile\sync\engine\source\runtime\core\private\misc\outputdevice.cpp:440]
UE4Editor_Foliage!FFoliageInstanceBaseCache::CompactInstanceBaseCache() [d:\build++ue4+release-4.12+compile\sync\engine\source\runtime\foliage\private\foliageinstancebase.cpp:253]
UE4Editor_Foliage!AInstancedFoliageActor::PostLoad() [d:\build++ue4+release-4.12+compile\sync\engine\source\runtime\foliage\private\instancedfoliage.cpp:2473]
UE4Editor_CoreUObject!UObject::ConditionalPostLoad() [d:\build++ue4+release-4.12+compile\sync\engine\source\runtime\coreuobject\private\uobject\obj.cpp:748]
UE4Editor_CoreUObject!UObject::PostLoadSubobjects() [d:\build++ue4+release-4.12+compile\sync\engine\source\runtime\coreuobject\private\uobject\obj.cpp:774]
UE4Editor_CoreUObject!UObject::ConditionalPostLoad() [d:\build++ue4+release-4.12+compile\sync\engine\source\runtime\coreuobject\private\uobject\obj.cpp:737]
UE4Editor_CoreUObject!EndLoad() [d:\build++ue4+release-4.12+compile\sync\engine\source\runtime\coreuobject\private\uobject\uobjectglobals.cpp:1452]
UE4Editor_CoreUObject!LoadPackageInternal() [d:\build++ue4+release-4.12+compile\sync\engine\source\runtime\coreuobject\private\uobject\uobjectglobals.cpp:1171]
UE4Editor_CoreUObject!LoadPackageInternal() [d:\build++ue4+release-4.12+compile\sync\engine\source\runtime\coreuobject\private\uobject\uobjectglobals.cpp:1286]
UE4Editor_CoreUObject!ResolveName() [d:\build++ue4+release-4.12+compile\sync\engine\source\runtime\coreuobject\private\uobject\uobjectglobals.cpp:696]
UE4Editor_CoreUObject!StaticLoadObjectInternal() [d:\build++ue4+release-4.12+compile\sync\engine\source\runtime\coreuobject\private\uobject\uobjectglobals.cpp:783]
UE4Editor_CoreUObject!StaticLoadObject() [d:\build++ue4+release-4.12+compile\sync\engine\source\runtime\coreuobject\private\uobject\uobjectglobals.cpp:853]
UE4Editor_ContentBrowser!FAssetData::GetAsset() [d:\build++ue4+release-4.12+compile\sync\engine\source\runtime\assetregistry\public\assetdata.h:218]
UE4Editor_ContentBrowser!SContentBrowser::OnAssetsActivated() [d:\build++ue4+release-4.12+compile\sync\engine\source\editor\contentbrowser\private\scontentbrowser.cpp:1793]
UE4Editor_ContentBrowser!TBaseSPMethodDelegateInstance<0,SContentBrowser,0,TTypeWrapper __cdecl(TArray const & __ptr64,enum EAssetTypeActivationMethod::Type)>::Execute() [d:\build++ue4+release-4.12+compile\sync\engine\source\runtime\core\public\delegates\delegateinstancesimpl_variadics.inl:321]
UE4Editor_ContentBrowser!TBaseSPMethodDelegateInstance<0,SContentBrowser,0,void __cdecl(TArray const & __ptr64,enum EAssetTypeActivationMethod::Type)>::ExecuteIfSafe() [d:\build++ue4+release-4.12+compile\sync\engine\source\runtime\core\public\delegates\delegateinstancesimpl_variadics.inl:428]
UE4Editor_ContentBrowser!TBaseDelegate const & __ptr64,enum EAssetTypeActivationMethod::Type>::ExecuteIfBound() [d:\build++ue4+release-4.12+compile\sync\engine\source\runtime\core\public\delegates\delegatesignatureimpl_variadics.inl:608]
UE4Editor_ContentBrowser!SAssetView::OnListMouseButtonDoubleClick() [d:\build++ue4+release-4.12+compile\sync\engine\source\editor\contentbrowser\private\sassetview.cpp:3545]
UE4Editor_ContentBrowser!TBaseSPMethodDelegateInstance<0,SAssetView,0,TTypeWrapper __cdecl(TSharedPtr)>::Execute() [d:\build++ue4+release-4.12+compile\sync\engine\source\runtime\core\public\delegates\delegateinstancesimpl_variadics.inl:321]
UE4Editor_ContentBrowser!TBaseSPMethodDelegateInstance<0,SAssetView,0,void __cdecl(TSharedPtr)>::ExecuteIfSafe() [d:\build++ue4+release-4.12+compile\sync\engine\source\runtime\core\public\delegates\delegateinstancesimpl_variadics.inl:428]
UE4Editor_ContentBrowser!TBaseDelegate >::ExecuteIfBound() [d:\build++ue4+release-4.12+compile\sync\engine\source\runtime\core\public\delegates\delegatesignatureimpl_variadics.inl:608]
UE4Editor_ContentBrowser!SListView >::Private_OnItemDoubleClicked() [d:\build++ue4+release-4.12+compile\sync\engine\source\runtime\slate\public\widgets\views\slistview.h:698]
UE4Editor_ContentBrowser!STableRow >::OnMouseButtonDoubleClick() [d:\build++ue4+release-4.12+compile\sync\engine\source\runtime\slate\public\widgets\views\stablerow.h:264]
UE4Editor_Slate!::operator()() [d:\build++ue4+release-4.12+compile\sync\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:4986]
UE4Editor_Slate!FEventRouter::Route >() [d:\build++ue4+release-4.12+compile\sync\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:215]
UE4Editor_Slate!FSlateApplication::RoutePointerDoubleClickEvent() [d:\build++ue4+release-4.12+compile\sync\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:4984]
UE4Editor_Slate!FSlateApplication::ProcessMouseButtonDoubleClickEvent() [d:\build++ue4+release-4.12+compile\sync\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:4969]
UE4Editor_Slate!FSlateApplication::OnMouseDoubleClick() [d:\build++ue4+release-4.12+compile\sync\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:4947]
UE4Editor_Core!FWindowsApplication::ProcessDeferredMessage() [d:\build++ue4+release-4.12+compile\sync\engine\source\runtime\core\private\windows\windowsapplication.cpp:1511]
UE4Editor_Core!FWindowsApplication::DeferMessage() [d:\build++ue4+release-4.12+compile\sync\engine\source\runtime\core\private\windows\windowsapplication.cpp:1847]
UE4Editor_Core!FWindowsApplication::ProcessMessage() [d:\build++ue4+release-4.12+compile\sync\engine\source\runtime\core\private\windows\windowsapplication.cpp:742]
UE4Editor_Core!FWindowsApplication::AppWndProc() [d:\build++ue4+release-4.12+compile\sync\engine\source\runtime\core\private\windows\windowsapplication.cpp:664]
user32
user32
UE4Editor_Core!FWindowsPlatformMisc::PumpMessages() [d:\build++ue4+release-4.12+compile\sync\engine\source\runtime\core\private\windows\windowsplatformmisc.cpp:903]
UE4Editor!FEngineLoop::Tick() [d:\build++ue4+release-4.12+compile\sync\engine\source\runtime\launch\private\launchengineloop.cpp:2729]
UE4Editor!GuardedMain() [d:\build++ue4+release-4.12+compile\sync\engine\source\runtime\launch\private\launch.cpp:148]
UE4Editor!GuardedMainWrapper() [d:\build++ue4+release-4.12+compile\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:126]
UE4Editor!WinMain() [d:\build++ue4+release-4.12+compile\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:200]
UE4Editor!__scrt_common_main_seh() [f:\dd\vctools\crt\vcstartup\src\startup\exe_common.inl:264]
kernel32
ntdll

Hi ,

  • Does this occur in a clean, blank project with no additional content or is it limited to one project?
  • Can you post your crash logs here so I can take a look? They can be found at \Unreal Projects\PROJECTNAME\saved\logs\
  • What steps are you taking before the crash occurs?
  • If it occurs on map load, what was the last thing added to your map before the crash started occurring?

Does this occur in a clean, blank
project with no additional content or
is it limited to one project?
I migrated the map to a new clean project and it still crashed. Obviously it also migrated all linked assets.

What steps are you taking before the
crash occurs?
It always happened right after closing and restarting the editor.

If it occurs on map load, what was the
last thing added to your map before
the crash started occurring?
Not sure, either foliage editing or placing static meshes. Some foliage may be “attached” to static meshes (i.e. big rock static mesh covered with small rocks foliage).

link text

So it is just one map? If you create the foliage actors in another map you do not experience the same crash? Did you upgrade the project from a previous engine version?

Hi ,

We have not heard from you in several days. I am marking this as answered for tracking purposes. If you are still experiencing this error, please comment with the requested information.

I believe I’m seeing the same problem. :frowning:

My various maps keep getting corrupted after a couple hours of work. What happens is if the map is “corrupted” while I’m still editing it, I won’t know until I press the “PLAY IN EDITOR” button, upon which unreal will crash. If I then load the editor again and try to load that map, it’ll instantly crash and I’ll never be able to load it again. This has been happening on various maps, but if you look at the crash comment it appears to be related to foliage.

Here’s the crash comment :

Fatal error: [File:D:\Build++UE4+Release-4.12+Compile\Sync\Engine\Source\Runtime\Foliage\Private\FoliageInstanceBase.cpp] [Line: 90]
Instance base cache - integrity verification(3): Counter: 22 Size: 17, InvSize: 6 (L:1 S:0 T:0)

As for the foliage in that map, I’ve noticed that if I paint foliage on a static mesh and then duplicate the mesh, the foliage gets duplicated with it. I’m not sure if it’s supposed to do that or not, but one of the last things I did before the map was corrupted was I deleted some foliage from the map. Both from the original mesh and the duplicate mesh, then I added some other foliage and manually moved some of the plants around. I’m assuming that deleting foliage (by shift-painting them) is what’s causing the corruption, but maybe it has to do with there being duplicate foliage when you duplicate the mesh and when you delete some of those, that’s when it might be breaking a foliage list?

Here’s the map and log file and I hope they help :
https://dl.dropboxusercontent.com/u/1615250/UE4_mapLoadCrash.

Thanks!
-seneca

Hi indigosm,

After looking at the callstack comments from both, I do not believe these are necessarily related. Your error, however, is a known issue that has already been fixed and will be in 4.13. You can find the issue here.

awesome. thx!