I thought the same. And the worst part is if any fixes would change the API, they’ll only apply them on 4.24, because “minor version changes can’t change the API”. I understand the purpose of that premise, to not break existing code etc. But if the existing code won’t work anyways because of bugs, I wouldn’t mind changing some function calls. Of course some times it’s much more than that, but still it sucks that some small things have to be waited so long to be solved because of this minor version rule.
Hello,
I try to build an existing Project for Nintendo Switch and Xbox One. However since UE 4.23 this does no longer work. The build progress takes forever and at some point it crashes with an error Message like below.
I tried everything, deleted all textures and materials because of the mentioning of “Error: PNG Error: invalid block type” but nothing helps. Even if I try just to ship the game with an empty map it crashes.
A entirly new project works fine. So I crated a new project and copied just the most important files to the new one and it crashes again. As soon as I use any file of the old version, it’s crashing.
Does anyone have an idea? Other wise I have a massive issue as 3 years of work are more or less worthless.
- UATHelper: Packaging (Switch): libpng error: invalid block type
- UATHelper: Packaging (Switch): LogImageWrapper: Error: PNG Error: invalid block type
- UATHelper: Packaging (Switch): LogTexture: Warning: PNG decompression of source art failed
- UATHelper: Packaging (Switch): LogTexture: Warning: Cannot retrieve source data for mip 0 of texture T_PR-9_Normal
- PackagingResults: Error: invalid block type
- PackagingResults: Error: PNG Error: invalid block type
- PackagingResults: Warning: PNG decompression of source art failed
- PackagingResults: Warning: Cannot retrieve source data for mip 0 of texture T_PR-9_Normal
- UATHelper: Packaging (Switch): LogThreadingWindows: Error: Runnable thread PoolThread 12 crashed.
- UATHelper: Packaging (Switch): LogWindows: Error: begin: stack for UAT
- UATHelper: Packaging (Switch): LogWindows: Error: === Critical error: ===
- UATHelper: Packaging (Switch): LogWindows: Error:
- UATHelper: Packaging (Switch): LogWindows: Error: Assertion failed: (Index >= 0) & (Index < ArrayNum) [File:G:\UnrealEngine-4.23.0\Engine\Source\Runtime\Core\Public\Containers/Array.h] [Line: 614]
- UATHelper: Packaging (Switch): LogWindows: Error: Array index out of bounds: 0 from an array of size 0
- UATHelper: Packaging (Switch): LogWindows: Error:
- UATHelper: Packaging (Switch): LogWindows: Error:
- UATHelper: Packaging (Switch): LogWindows: Error: [Callstack] 0x00007ffae83aa839 KERNELBASE.dll!UnknownFunction ]
- UATHelper: Packaging (Switch): LogWindows: Error: [Callstack] 0x00007ffa972b5847 UE4Editor-Core.dll!ReportAssert() [g:\unrealengine-4.23.0\engine\source\runtime\core\private\windows\windowsplatformcrashcontext.cpp:582]
- UATHelper: Packaging (Switch): LogWindows: Error: [Callstack] 0x00007ffa972b8467 UE4Editor-Core.dll!FWindowsErrorOutputDevice::Serialize() [g:\unrealengine-4.23.0\engine\source\runtime\core\private\windows\windowserroroutputdevice.cpp:79]
- UATHelper: Packaging (Switch): LogWindows: Error: [Callstack] 0x00007ffa9706c21a UE4Editor-Core.dll!FOutputDevice::LogfImpl() [g:\unrealengine-4.23.0\engine\source\runtime\core\private\misc\outputdevice.cpp:71]
- UATHelper: Packaging (Switch): LogWindows: Error: [Callstack] 0x00007ffa970089e3 UE4Editor-Core.dll!AssertFailedImplV() [g:\unrealengine-4.23.0\engine\source\runtime\core\private\misc\assertionmacros.cpp:101]
- UATHelper: Packaging (Switch): LogWindows: Error: [Callstack] 0x00007ffa97009220 UE4Editor-Core.dll!FDebug::CheckVerifyFailedImpl() [g:\unrealengine-4.23.0\engine\source\runtime\core\private\misc\assertionmacros.cpp:445]
- UATHelper: Packaging (Switch): LogWindows: Error: [Callstack] 0x00007ffa95a57508 UE4Editor-Engine.dll!DispatchCheckVerify<void,<lambda_62bf5a52e83b983129b8347b2c1c1c1e> >() [g:\unrealengine-4.23.0\engine\source\runtime\core\public\misc\assertionmacros.h:165]
- UATHelper: Packaging (Switch): LogWindows: Error: [Callstack] 0x00007ffa952c03ba UE4Editor-Engine.dll!FTextureCacheDerivedDataWorker::DoWork() [g:\unrealengine-4.23.0\engine\source\runtime\engine\private exturederiveddatatask.cpp:451]
- UATHelper: Packaging (Switch): LogWindows: Error: [Callstack] 0x00007ffa952bfeba UE4Editor-Engine.dll!FAsyncTask<FTextureCacheDerivedDataWorker>::DoWork() [g:\unrealengine-4.23.0\engine\source\runtime\core\public\async\asyncwork.h:272]
- UATHelper: Packaging (Switch): LogWindows: Error: [Callstack] 0x00007ffa952bfcbe UE4Editor-Engine.dll!FAsyncTask<FTextureCacheDerivedDataWorker>::DoThreadedWork() [g:\unrealengine-4.23.0\engine\source\runtime\core\public\async\asyncwork.h:296]
- UATHelper: Packaging (Switch): LogWindows: Error: [Callstack] 0x00007ffa96f0dbb8 UE4Editor-Core.dll!FQueuedThread::Run() [g:\unrealengine-4.23.0\engine\source\runtime\core\private\hal hreadingbase.cpp:510]
- UATHelper: Packaging (Switch): LogWindows: Error: [Callstack] 0x00007ffa972b7d7f UE4Editor-Core.dll!FRunnableThreadWin::Run() [g:\unrealengine-4.23.0\engine\source\runtime\core\private\windows\windowsrunnablethread.cpp:96]
- UATHelper: Packaging (Switch): LogWindows: Error: [Callstack] 0x00007ffa972abf61 UE4Editor-Core.dll!FRunnableThreadWin::GuardedRun() [g:\unrealengine-4.23.0\engine\source\runtime\core\private\windows\windowsrunnablethread.cpp:53]
- UATHelper: Packaging (Switch): LogWindows: Error: [Callstack] 0x00007ffae93d7bd4 .DLL!UnknownFunction ]
- UATHelper: Packaging (Switch): LogWindows: Error: [Callstack] 0x00007ffaeae0ced1 ntdll.dll!UnknownFunction ]
- UATHelper: Packaging (Switch): LogWindows: Error:
- PackagingResults: Error: Runnable thread PoolThread 12 crashed.
- UATHelper: Packaging (Switch): LogWindows: Error: Crash in runnable thread PoolThread 12
- UATHelper: Packaging (Switch): LogWindows: Error: end: stack for UAT
- PackagingResults: Error: begin: stack for UAT
- PackagingResults: Error: === Critical error: ===
- PackagingResults: Error: Assertion failed: (Index >= 0) & (Index < ArrayNum) [File:G:\UnrealEngine-4.23.0\Engine\Source\Runtime\Core\Public\Containers/Array.h] [Line: 614]
- PackagingResults: Error: Array index out of bounds: 0 from an array of size 0
- PackagingResults: Error: [Callstack] 0x00007ffae83aa839 KERNELBASE.dll!UnknownFunction ]
- PackagingResults: Error: [Callstack] 0x00007ffa972b5847 UE4Editor-Core.dll!ReportAssert() [g:\unrealengine-4.23.0\engine\source\runtime\core\private\windows\windowsplatformcrashcontext.cpp:582]
- PackagingResults: Error: [Callstack] 0x00007ffa972b8467 UE4Editor-Core.dll!FWindowsErrorOutputDevice::Serialize() [g:\unrealengine-4.23.0\engine\source\runtime\core\private\windows\windowserroroutputdevice.cpp:79]
- PackagingResults: Error: [Callstack] 0x00007ffa9706c21a UE4Editor-Core.dll!FOutputDevice::LogfImpl() [g:\unrealengine-4.23.0\engine\source\runtime\core\private\misc\outputdevice.cpp:71]
- PackagingResults: Error: [Callstack] 0x00007ffa970089e3 UE4Editor-Core.dll!AssertFailedImplV() [g:\unrealengine-4.23.0\engine\source\runtime\core\private\misc\assertionmacros.cpp:101]
- PackagingResults: Error: [Callstack] 0x00007ffa97009220 UE4Editor-Core.dll!FDebug::CheckVerifyFailedImpl() [g:\unrealengine-4.23.0\engine\source\runtime\core\private\misc\assertionmacros.cpp:445]
- PackagingResults: Error: [Callstack] 0x00007ffa95a57508 UE4Editor-Engine.dll!DispatchCheckVerify<void,<lambda_62bf5a52e83b983129b8347b2c1c1c1e> >() [g:\unrealengine-4.23.0\engine\source\runtime\core\public\misc\assertionmacros.h:165]
- PackagingResults: Error: [Callstack] 0x00007ffa952c03ba UE4Editor-Engine.dll!FTextureCacheDerivedDataWorker::DoWork() [g:\unrealengine-4.23.0\engine\source\runtime\engine\private exturederiveddatatask.cpp:451]
- PackagingResults: Error: [Callstack] 0x00007ffa952bfeba UE4Editor-Engine.dll!FAsyncTask<FTextureCacheDerivedDataWorker>::DoWork() [g:\unrealengine-4.23.0\engine\source\runtime\core\public\async\asyncwork.h:272]
- PackagingResults: Error: [Callstack] 0x00007ffa952bfcbe UE4Editor-Engine.dll!FAsyncTask<FTextureCacheDerivedDataWorker>::DoThreadedWork() [g:\unrealengine-4.23.0\engine\source\runtime\core\public\async\asyncwork.h:296]
- PackagingResults: Error: [Callstack] 0x00007ffa96f0dbb8 UE4Editor-Core.dll!FQueuedThread::Run() [g:\unrealengine-4.23.0\engine\source\runtime\core\private\hal hreadingbase.cpp:510]
- PackagingResults: Error: [Callstack] 0x00007ffa972b7d7f UE4Editor-Core.dll!FRunnableThreadWin::Run() [g:\unrealengine-4.23.0\engine\source\runtime\core\private\windows\windowsrunnablethread.cpp:96]
- PackagingResults: Error: [Callstack] 0x00007ffa972abf61 UE4Editor-Core.dll!FRunnableThreadWin::GuardedRun() [g:\unrealengine-4.23.0\engine\source\runtime\core\private\windows\windowsrunnablethread.cpp:53]
- PackagingResults: Error: [Callstack] 0x00007ffae93d7bd4 .DLL!UnknownFunction ]
- PackagingResults: Error: [Callstack] 0x00007ffaeae0ced1 ntdll.dll!UnknownFunction ]
- PackagingResults: Error: Crash in runnable thread PoolThread 12
- PackagingResults: Error: end: stack for UAT
The issue is definitely a bad source texture.
UATHelper: Packaging (Switch): libpng error: invalid block type
UATHelper: Packaging (Switch): LogTexture: Warning: Cannot retrieve source data for mip 0 of texture **T_PR-9_Normal**
I’d re-save out that texture in Photoshop or what not. Compare it’s compression settings to other Normal maps you have.
I deleted ALL Textures and Materials for testing and it failes with the same error. Even if not Textures and Materials are available.
Did you nuke your Intermediate directories?
I can confirm we are having this error as well on our project, we just got back from Indie Dev days, and were highly encouraged at that talk to try out the new version but its very odd it kinda breaks any kinda advanced level streaming workflow relating to just having cross map dependencies. We do this so level designers dont have to always load the master but instead work in a “grid” map and reference in say the landscape map for an idea on geography? Since our game is effectively broken up into grids because the level is so large.
I can confirm removing and manually stripping any kinda cross map dependencies resolves this build error.
@Epic Is this intended or a bug? Its entirely new, in 4.22.3 we never had a packaging error akin to this…
Got a Direct3D error, something about vertex mapping, when clicking “Create Geometry Collection” with Chaos using first shooter template and ue4 cube. Tried updating graphics driver, no worky. Still on on Window 7 pro with dual 980 ti cards. Not sure how to fix.
4.21.2 works without the error, but no Chaos either.
I would suggest you guys create a support ticket, from looking at the logs it is getting an assert when its trying to package a texture (as mentioned) so somewhere, somehow it is trying to do that texture.
- UATHelper: Packaging (Switch): libpng error: invalid block type
- UATHelper: Packaging (Switch): LogImageWrapper: Error: PNG Error: invalid block type
- UATHelper: Packaging (Switch): LogTexture: Warning: PNG decompression of source art failed
- UATHelper: Packaging (Switch): LogTexture: Warning: Cannot retrieve source data for mip 0 of texture T_PR-9_Normal
- PackagingResults: Error: invalid block type
- PackagingResults: Error: PNG Error: invalid block type
- PackagingResults: Warning: PNG decompression of source art failed
- PackagingResults: Warning: Cannot retrieve source data for mip 0 of texture T_PR-9_Normal
And then it asserts...
It’s really uncommon to have such a delay for the first patch, 4.23 was released 1.5 month ago, we’re already halfway to the 4.24 release. We should actually have preview versions soon, especially that some PRs are already committed to 4.25 instead of 4.24, so they might already have a feature freeze for 4.24. I don’t know why patching the current version for decent usability doesn’t deserve priority over implementing new features for the next versions.
Because Fortnite: Chapter 2 ? :rolleyes:
Because patching for something that doesnt work on 2% of computers (which are not yours) are soo difficult… lol
I know you are joking. But that is definitely not the case for this build.
You cannot even edit landscape grass in this version, lol…
Actually I am not joking…
In the past, there are errors that cause game engine to crash - partly, it is caused by buggy GPU drivers that boast they can (in capability) but they do not deliver. Basically drivers that lie… lol. But people are looking at game engine, and say hey your engine is buggy. So the fix is ugly eg we check for the driver details (release, graphic card name) and subsequently block the ‘boasted’ capabilities.
But simple error like yours shouldn’t be left unfixed… it would be unacceptable if it is only fixed in the next version (4.24 etc(.
I wasn’t talking about driver issues at all. Rather Structs containing a TMap instantly crashing, Scene Render being blurry, and similar syndromes you can do nothing with.
Yes your problem is genuine. I mentioned it in 2nd para…
Please hotfix soon… The engine instantly crashes if selecting the “grass” node within a landscape material…
Far Shadows are giving strange behaviour in UE4.23. Getting +5ms shadow depth hit with default 300k Far Shadow Distance (Cascade Count 1), only get normal when setting distance to 800k. But still worried if performance stays stable. Without Far Shadows, the shadow depth is just bit over 2ms.
Seriously though, what happened to 4.23.1? It’s never been this long before.
Actually the version number (4.23.1) exists on Github since September 9: https://github.com/EpicGames/UnrealE…4b13a884750d75
Don’t know why it has not been publicly announced and pushed on the launcher.
And since then, there are lots of fixes after that on the 4.23 branch too.
They usually update the version number much before they actually publish a release, just to prepare it. There are still issues in the tracker waiting to be fixed in 4.23.1 (Unreal Engine Issues and Bug Tracker (Search Results)), and most of the other issues for 4.23.1 had been resolved after September 9, so that date does not indicate that they have planned to release it that day.