SaveGame load crash - release only

Our game uses PGraphicsMenu, a package from the asset store to set graphics options.
We have debugged the package quite a bit. It uses ExecuteConsoleCommand.

We load from a graphics.sav file with load SaveGame.
After the load we use the loaded values to set graphics options.
In the debugger it all works fine.
In a stand-alone executable it crashes after setting the graphics options.

If I remove the load, and substitute in hard coded values in the blueprint it works fine.
So it would appear there is some subtle corruption of memory in the SaveGame loader.

One thins to note: The loaded data is passed to a macro as a reference where we set all the graphics options.

Any ideas on this?

Hello ,

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

Quick questions:

  1. Can you reproduce this issue in a clean project?
  2. If so, could you provide a detailed set of steps in order to reproduce this issue on our end?
  3. Could you provide screen shots of any blueprints that may be involved with this issue?
  4. Could you provide the crash log that is given when you experience this issue?

Our project is on Subversion on the internet. You could download it and then run it to see the crash.

  • Download
  • Build a release executable
  • Run the game,
  • Create a new world.
  • (I put in a 4 second delay before the load in world)
  • Crashes after 4 seconds.

Our project is about 22 GB in size
The build takes about 30 minutes on a fast machine.

Does our use of Unreal Engine imply a non-disclosure agreement for our game?

Hello ,

I am not able to download any assets from your depot. As for the question about an implied non-disclosure agreement through the use of the UE4 Engine you can refer to the EULA. I have provided a link below. I believe you will find something to the effect of this not being the case. Were you able to reproduce this issue in a clean project?

Link:

No clean project yet.

In our project I rigged it so the save file is not read, and hard-wired in dummy values for graphics settings, and it does not crash.

Then I turned on reading the save file, but still don’t use the read in data. And now it crashes.

So the Load Game From Slot alone causes it. Here are some screen shots.

This is the data being read to/from the file. It is a sub-class of SaveGame.

The nodes to read the file.
The Macro to execute all graphics settigns does not use the loaded data.

The If switch just before the read is so i can enable/disable loading the file for testing.

Remember this is only in the final executable, in the editor it works fine.

I also am very careful to regenerate the default save file every time, so it is not caused by an out of date save file structure.

The crash files…

Wow, zip, xml, etc not permitted as attachements ?

I added a new boolean dummy field to the disk store data and that made the crash go away.

Hello ,

After reading your last post I am a little unclear as to weather or not you are still experiencing the issue. I have tried to replicate this issue on our end in a clean project with the information provided. However, I was not able to do so. Do you still require assistance with this issue?

If so, you can attach zip files, though there is a limit to how large the file can be. If you would like to send a larger file you could send it in a private message to me on the forums via google drive or drop box.

Hello ,

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 additional information and we will offer further assistance.

Thank you.