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Could you please try and replicate this issue in a new project? Upload any logs that you’re able to obtain during testing. By the way, UE-30806 is a bug we’re currently looking in to. It regards a plugin missing error on iOS while the web browser widget is being used, so the fix isn’t released yet.
Ran into the same issue with a blank project and a fresh clone of the UE4 source code.
This is all that exists in the log when it crashes.
[2016.05.19-19.38.24:376][ 0]LogWindows:Error: Windows GetLastError: The operation completed successfully. (0)
[2016.05.19-19.38.24:500][ 0]LogWindows:Error: === Critical error: ===
Assertion failed: (Index >= 0) & (Index < ArrayNum) [File:D:\Development\UnrealEngine_Source\Engine\Source\Runtime\Core\Public\Containers\Array.h] [Line: 785]
Array index out of bounds: 0 from an array of size 0
[2016.05.19-19.38.24:504][ 0]LogExit: Executing StaticShutdownAfterError
[2016.05.19-19.38.24:505][ 0]LogPhysics:Warning: PHYSX: ..\..\PhysX\src\NpScene.cpp (2946) 8 : PxScene::unlockWrite() called without matching call to PxScene::lockWrite(), behaviour will be undefined.
[2016.05.19-19.38.24:506][ 0]LogPhysics:Warning: PHYSX: ..\..\PhysX\src\NpScene.cpp (2946) 8 : PxScene::unlockWrite() called without matching call to PxScene::lockWrite(), behaviour will be undefined.
[2016.05.19-19.38.24:507][ 0]LogWindows: FPlatformMisc::RequestExit(1)
[2016.05.19-19.38.24:507][ 0]Log file closed, 05/19/16 15:38:24
The physx issue actually has been fixed in 4.12. Could you please test this in 4.12 and let me know what your results are? Please upload your full error output logs as a .txt file with your next reply.
Make sure you’re adding -log to your server too, so the logs will show up.
I packaged Shooter Game in 4.11.2 and did not run into any packaging errors. Did you pull down the correct version of Shooter Game for the version of the engine you’re working in? Did you modify anything within the project?
Packaging isn’t the problem. Once we’ve packaged a dedicated server and run it, if the server crashes we get no callstack from the server. This wouldn’t be a problem if we were always running the server through VS but the server is hosted in the cloud and we don’t have direct access to the hardware itself.
I have ran tests with and without your additional command lines and have not ran into any crashes. How long did it take for a crash to show up? Is this still occurring on 4.12.2?
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I think we still aren’t on the same page. I’ve done more investigation into this and discovered it is specific to servers packaged for Windows. I’ve attached two sets of logs below, one for Linux and one for Windows. The Linux one has the callstack (or stack trace) as part of the log file, and we can see how we got to the crash which makes it easier for us to track the crash down. The Windows log does not and unfortunately our provider only currently offers Windows servers.
I’m having the same issue with the windows builds (using engine built from sources 4.10.4 branch, packaging with editor). Currently asking our testers to copypaste callstack from the crash reporter window, which is really annoying.
If you’re successfully launching the Crash Reporter, you should also have a new crash folder in your WER report queue. You should be able to pull the callstack from CrashContext.runtime-xml. The folder will also contain and copy of the log and the minidump.
Did the CrashReportClient (CRC) run? If your servers run with -unattended the CRC window will not appear and the crash will be sent automatically. Otherwise the dialog should appear. If it ran you should have logs from it too, most likely in AppData\Local\CrashReportClient\Saved\Logs. Looking at your build command, I’d try adding -crashreporter. This should add the CRC into your package as it’s probably not in there.