Put a pin in for now. I’m having a hard time reproducing . I’ve disabled before and reenabled with fresh versions before and the problem occured. Why now?
[spoiler]I’ve come to say, that the longest standing bug/error my game has had ever since mid 2015…was caused by . Let me elaborate. Ever since the pre-alpha patreon release back then, we’ve had users claim “Fatal Error” messages with no details. In the log, it doesn’t give a reason only that it broke the RenderingThread.cpp.
Every since, we’ve had “Fatal Error” whenever loading into a new level, randomly. DOESN’T always happen for some reason. But last night, I decided to make a part of the game stream through. Every single time it streamed, baaaam, “Fatal Error” and no reason. Now its happening and the only thing that I thought was the decider of error…was that both levels had a TrueSkySequencer in it.
I know, I skipped the next step to properly provide evidence that the two sequences caused the error, but I took the and disabled and disconnected the nodes in the lighting stream level.
I forgot to mention, I was unable to use the “Launch” button to instantly run the level in separate runtime. It for some reason gave me a fatal error.
Now, I can launch a level with no error. I can also stream in the level, with no fatal error.
I’m going to package it out, play and see if I get error ever again. The problem with point out is that…well…THERE IS NOTHING TO GO ON. It doesn’t state the error or anything. Just “FATAL ERROR” and that the rendering thread was broken. Nothing. Two years to find error.
Going to report back after final testing.
is the general error. It may change format, but it never EVER provides anything useful.
[2017.12.18-04.03.59:219][570]LogWindows: Windows GetLastError: The operation completed successfully. (0)
[2017.12.18-04.03.59:219][570]LogThreadingWindows: Error: Runnable thread RenderThread 1 crashed.
[2017.12.18-04.03.59:219][570]LogWindows: Error: === Critical error: ===
[2017.12.18-04.03.59:219][570]LogWindows: Error:
[2017.12.18-04.03.59:219][570]LogWindows: Error: Fatal error: [File:F:\UE4-18\Source\UnrealEngine\Engine\Source\Runtime\RenderCore\Private\RenderingThread.cpp] [Line: 813]
[2017.12.18-04.03.59:219][570]LogWindows: Error: Rendering thread exception:
[2017.12.18-04.03.59:219][570]LogWindows: Error: Fatal error!
[2017.12.18-04.03.59:219][570]LogWindows: Error:
[2017.12.18-04.03.59:219][570]LogWindows: Error: Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0xffffffff
[2017.12.18-04.03.59:219][570]LogWindows: Error:
[2017.12.18-04.03.59:219][570]LogWindows: Error: [Callstack] 0x000000008BA4EF4A UnknownFunction ]
[2017.12.18-04.03.59:219][570]LogWindows: Error: [Callstack] 0x000000008CCE7DA8 UnknownFunction ]
[2017.12.18-04.03.59:219][570]LogWindows: Error: [Callstack] 0x00000000890EE6E0 UnknownFunction ]
[2017.12.18-04.03.59:219][570]LogWindows: Error: [Callstack] 0x00000000A4698880 UnknownFunction ]
[2017.12.18-04.03.59:219][570]LogWindows: Error: [Callstack] 0x00000000A4698880 UnknownFunction ]
[2017.12.18-04.03.59:220][570]LogWindows: Error: [Callstack] 0x00000000A4698880 UnknownFunction ]
EDIT: I can now say with 100% certainty that was the culprit of a two year old problem. Not a single fatal error. Only downside is that the lighting requires and now I have an uncertain waiting period for a fix that is critical to me being paid.
I guess the best way I can reproduce the error is you have to have two levels that have a TrueSkySequence in it. Have a trigger that opens the other level. And have the other level open level to the original level and see if the Fatal Error appears. ONLY occurs in a packaged game. Not in “Launch” or “Standalone”.
Another alternative to reproduce is to have a level that streams in another level that has a TrueSkySequenceActor and see if that brings up a fatal error which then may direct you to a possible solution.
I can’t fathom how has been present for two years without anyone else having the problem, especially over many versions and fresh engine compiles. I’ll make an attempt to create a project that reproduces it so I can provide it if needed.
I can say that Macros or old nodes weren’t a problem either because throughout the last two years I’ve rewrote in blueprint how lighting is handled, with all notable changes during each release.[/spoiler]