Unreal Engine 4.25 released!

Fix = Enable Texture Streaming. Imho, there should be a popup not a crash when settings are not properly configured.

It’s starting to look like no further hotfixes for 4.25 are coming? I’m talking about the main ā€˜Release’ branch not 4.25+ here. I think once previews for the next version are pushed out that tends to be the end of hotfixes for the current release?

, Any news on 4.25.4?

We have a 4.25.4 hotfixed planned. No ETA yet but it’ll be released before full 4.26 release.

I’ve sent about 10 bug reports and wrote here about mobile problems on armv7. Did anyone checked or it will be solved any time soon?
I’ve already lost a project and now after one month of work to another project, it’s not working also.
Each time I use any arrays, the game is crashing after the splash screen with signal 11. At least after I create a new array on every fresh project, the game is crashing but only on armv7.

UPDATE!

The 4.25.4 Hotfix is now live!

Fixed in 4.25.4
Fixed! UE-97208 Editor Analytic field IsLowDriveSpace is always reported as false.
Fixed! UE-96338 Custom built engine creates duplicate values for config arrays set in engine and modified by game
Fixed! UE-97255 Crash in ChangeBundleStateForPrimaryAssets()
Fixed! UE-95140 Array property of a User Defined Struct is corrupted when additional properties are added to the struct
Fixed! UE-96066 Duplicating BP actors reset edited Variables to Default Value if Variables name start with Chinese Character
Fixed! UE-96536 GitHub 7241 : Add option to write packed JSON files in JsonWriter
Fixed! UE-96653 Unique build environment frequently rebuilds all
Fixed! UE-97363 GitHub 7278 : Add toolchain info to rider
Fixed! UE-96677 GitHub 7255 : Use single path for project model
Fixed! UE-95243 GitHub 7148 : Update TargetRules.cs
Fixed! UE-99412 GitHub 7319 : Dev/system path macos
Fixed! UE-95332 [CrashReport] UE4Editor-CoreUObject!CastLogError(wchar_t const *,wchar_t const *) [Casts.cpp:10]
Fixed! UE-94713 [CrashReport]UE4Editor-CoreUObject!UObject::FindFunctionChecked(FName) [ScriptCore.cpp:1238]
Fixed! UE-89944 Collision does not work in packaged game regardless of native settings
Fixed! UE-95052 Error: FAsyncPackage::LoadImports for <some asset>: Skipping import PaperTileMap /Script/Paper2D.Default__PaperTileMapActor:RenderComponent.PaperTileMap_0, depends on missing native class
Fixed! UE-96105 Crash compiling a blueprint after changing a Text variable to String, while the Details panel are visible
Fixed!


UE-88894 PIE crash due to non-empty ULevel::DestroyedReplicatedStaticActors array

Fixed! UE-97911 Visual Studio 2019 projects will not load
Fixed! UE-97332 Android packages fail with: ā€œObject reference not set to an instance of an objectā€
Fixed! UE-97197 Development build targeting SDK 29 needs requestLegacyExternalStorage
Fixed! UE-96115 Issue with LLDB UE4DataFormatters for 2 byte chars
Fixed! UE-95871 Lost one of the output render targets on OpenGL platform
Fixed! UE-94444 If using High Quality Gaussian DoF on Mobile, the whole screen is always blurred
Fixed! UE-99691 Double quotes in SetupAndroid.bat may cause issues in paths
Fixed! UE-95791 Video track may not be created for Android network streams
Fixed! UE-95872 The postprocess sunshaft doesn’t work with the mobile tonemapperfilm
Fixed! UE-99794 Vignette looks darker on mobile than on desktop
Fixed! UE-100159 Using per-instance custom data causes crash on mobile devices
Fixed! UE-96259 The auto exposure is 2x brighter than expected on mobile LDR mode
Fixed! UE-96109 Vertex Colors on Blueprints not working in game
Fixed! UE-93603 Directx 12 RHI can run out of video memory on long process (anims import)
Fixed!


UE-95015 [Crash Report] Assertion failed: IsInRenderingThread() || IsInGameThread() || IsAsyncLoading() || GIsSavingPackage [File:D

:\Build++UE4+Licensee\Sync\Engine\Source\Runtime\Engine\Private\Materials/MaterialInstanceSupport.h] [Line: 39]
Fixed! UE-97294 Editor crashes when calling ā€œBegin Draw Canvas to Render Targetā€ on Event Tick
Fixed! UE-94700 [CrashReport]UE4Editor-Engine!UMaterialExpressionTextureBase::GetSamplerTypeForTexture(unsigned char,float,terialSamplerType,UTexture const *,bool) [MaterialExpressions.cpp:1462]
Fixed! UE-89277 Assertion Failed when Launching a Game - GlobalShaderCache-SF_VULKAN_SM5.bin’ is missing
Fixed! UE-80884 [CrashReporter] UE4Editor-Engine!FMaterialResource::GetMaterialId() [MaterialShared.cpp:1251]
Fixed! UE-73090 [CrashReport] UE4Editor-Renderer!FMaterialShader::VerifyExpressionAndShaderMaps(FMaterialRenderProxy const *,FMaterial const &,FUniformExpressionCache const *) [ShaderBaseClasses.cpp:165]
Fixed! UE-96408 Scratch pads in emitter scripts don’t work correctly.
Fixed! UE-95922 [CrashReport] UE4Editor-Engine!FShaderCompilingManager::ProcessCompiledShaderMaps(TMap<int,FShaderMapFinalizeResults,FDefaultSetAllocator,TDefaultMapHashableKeyFuncs<int,FShaderMapFinalizeResults,0> > &,float) [ShaderCompiler.cpp:2316]
Fixed! UE-95359 Crash when attempting to add an Emitter to a System that has a > 0.0s warmup time
Fixed! UE-96455 Scratch pads scripts don’t work correctly with emitter inheritance.
Fixed!


UE-89244 check fails in FBatchingSPDI::DrawMesh() during Undo/Redo

Fixed! UE-88785 [CrashReport] UE4Editor-MetalRHI!FMetalRHIBuffer::FMetalRHIBuffer(unsigned int, unsigned int, ERHIResourceType) [MetalVertexBuffer.cpp:171]
Fixed! UE-76937 [CrashReport] UE4Editor-D3D11RHI!FD3D11DynamicRHI::ReadSurfaceDataNoMSAARaw(FRHITexture *,FIntRect,TArray<unsigned char,FDefaultAllocator> &,FReadSurfaceDataFlags) [D3D11RenderTarget.cpp:639]
Fixed! UE-96481 Add Chunks button in asset audit tool does not function because of name compare problem
Fixed! UE-95714 Rhino color conversion is wrong
Fixed! UE-95590 Datasmith - imported PRT files are not in correct orientation
Fixed! UE-97003 Update standalone installer and Datasmith export plugin version to 4.25.4
Fixed! UE-95709 Wire color conversion is wrong
Fixed! UE-95594 Datasmith material instances created using Hex sRGB have wrong name
Fixed! UE-97401 Crashed at FMemStackBase::Alloc
Fixed! UE-94697 Crash when the Viewport size is set to a very high size
Fixed! UE-96867 Http Server drops client connections too easily
Fixed! UE-96866 Remote Control can’t access private properties that have AllowPrivateAccess
Fixed! UE-96347 Multisession Markers are not being properly sent over via concert
Fixed! UE-96864 Editor crashes when stopping WebControl server
Fixed! UE-97372 Multiuser and Incamera VFX workflow fixes
Fixed! UE-97375 ICVFX Incamera frame focus distance ignored
Fixed! UE-97482 nDisplay in sublevels crash

Waited this hotfix hoping it will fix my game which I’ve worked for months but still nothing. The game is gone for armv7. Still the same crash


2020-10-22 22:02:40.722 18934-18934/? A/DEBUG: pid: 18726, tid: 18797, name: Thread-4 >>> com.myg <<<
2020-10-22 22:02:40.786 18934-18934/? A/DEBUG: #00 pc 03fda9c8 /data/app/com.myg-KZNGbziY4uu3XeCtO2g2Uw==/lib/arm/libUE4.so (FAsyncPackage::PostLoadObjects()+624) (BuildId: 91044d19d0788afa02c03fb3e92d8ca69b478fc5)
2020-10-22 22:02:40.786 18934-18934/? A/DEBUG: #01 pc 03fd164c /data/app/com.myg-KZNGbziY4uu3XeCtO2g2Uw==/lib/arm/libUE4.so (FAsyncPackage::TickAsyncPackage(bool, bool, float&, FFlushTree*)+500) (BuildId: 91044d19d0788afa02c03fb3e92d8ca69b478fc5)
2020-10-22 22:02:40.786 18934-18934/? A/DEBUG: #02 pc 03fd0964 /data/app/com.myg-KZNGbziY4uu3XeCtO2g2Uw==/lib/arm/libUE4.so (FAsyncLoadingThread::ProcessAsyncLoading(int&, bool, bool, float, FFlushTree*)+1820) (BuildId: 91044d19d0788afa02c03fb3e92d8ca69b478fc5)
2020-10-22 22:02:40.786 18934-18934/? A/DEBUG: #03 pc 03fd5324 /data/app/com.myg-KZNGbziY4uu3XeCtO2g2Uw==/lib/arm/libUE4.so (FAsyncLoadingThread::TickAsyncThread(bool, bool, float, bool&, FFlushTree*)+628) (BuildId: 91044d19d0788afa02c03fb3e92d8ca69b478fc5)
2020-10-22 22:02:40.786 18934-18934/? A/DEBUG: #04 pc 03fd4a74 /data/app/com.myg-KZNGbziY4uu3XeCtO2g2Uw==/lib/arm/libUE4.so (FAsyncLoadingThread::TickAsyncLoading(bool, bool, float, FFlushTree*)+436) (BuildId: 91044d19d0788afa02c03fb3e92d8ca69b478fc5)
2020-10-22 22:02:40.786 18934-18934/? A/DEBUG: #05 pc 03fdc7a4 /data/app/com.myg-KZNGbziY4uu3XeCtO2g2Uw==/lib/arm/libUE4.so (FAsyncLoadingThread::FlushLoading(int)+484) (BuildId: 91044d19d0788afa02c03fb3e92d8ca69b478fc5)
2020-10-22 22:02:40.786 18934-18934/? A/DEBUG: #06 pc 0414200c /data/app/com.myg-KZNGbziY4uu3XeCtO2g2Uw==/lib/arm/libUE4.so (LoadPackageInternal(UPackage*, char16_t const*, unsigned int, FLinkerLoad*, FArchive*, FUObjectSerializeContext*)+1324) (BuildId: 91044d19d0788afa02c03fb3e92d8ca69b478fc5)
2020-10-22 22:02:40.786 18934-18934/? A/DEBUG: #07 pc 041407c8 /data/app/com.myg-KZNGbziY4uu3XeCtO2g2Uw==/lib/arm/libUE4.so (LoadPackage(UPackage*, char16_t const*, unsigned int, FArchive*, FUObjectSerializeContext*)+180) (BuildId: 91044d19d0788afa02c03fb3e92d8ca69b478fc5)
2020-10-22 22:02:40.786 18934-18934/? A/DEBUG: #08 pc 0413f484 /data/app/com.myg-KZNGbziY4uu3XeCtO2g2Uw==/lib/arm/libUE4.so (ResolveName(UObject*&, FString&, bool, bool, unsigned int, FUObjectSerializeContext*)+1104) (BuildId: 91044d19d0788afa02c03fb3e92d8ca69b478fc5)
2020-10-22 22:02:40.786 18934-18934/? A/DEBUG: #09 pc 04140a44 /data/app/com.myg-KZNGbziY4uu3XeCtO2g2Uw==/lib/arm/libUE4.so (StaticLoadObjectInternal(UClass*, UObject*, char16_t const*, char16_t const*, unsigned int, UPackageMap*, bool, FUObjectSerializeContext*)+248) (BuildId: 91044d19d0788afa02c03fb3e92d8ca69b478fc5)
2020-10-22 22:02:40.786 18934-18934/? A/DEBUG: #10 pc 0412e658 /data/app/com.myg-KZNGbziY4uu3XeCtO2g2Uw==/lib/arm/libUE4.so (StaticLoadObject(UClass*, UObject*, char16_t const*, char16_t const*, unsigned int, UPackageMap*, bool, FUObjectSerializeContext*)+160) (BuildId: 91044d19d0788afa02c03fb3e92d8ca69b478fc5)
2020-10-22 22:02:40.786 18934-18934/? A/DEBUG: #11 pc 05ab6228 /data/app/com.myg-KZNGbziY4uu3XeCtO2g2Uw==/lib/arm/libUE4.so (UGameEngine::Init(IEngineLoop*)+296) (BuildId: 91044d19d0788afa02c03fb3e92d8ca69b478fc5)
2020-10-22 22:02:40.786 18934-18934/? A/DEBUG: #12 pc 037e0f34 /data/app/com.myg-KZNGbziY4uu3XeCtO2g2Uw==/lib/arm/libUE4.so (FEngineLoop::Init()+1252) (BuildId: 91044d19d0788afa02c03fb3e92d8ca69b478fc5)
2020-10-22 22:02:40.786 18934-18934/? A/DEBUG: #13 pc 037e0738 /data/app/com.myg-KZNGbziY4uu3XeCtO2g2Uw==/lib/arm/libUE4.so (AndroidMain(android_app*)+2732) (BuildId: 91044d19d0788afa02c03fb3e92d8ca69b478fc5)
2020-10-22 22:02:40.786 18934-18934/? A/DEBUG: #14 pc 037e45f4 /data/app/com.myg-KZNGbziY4uu3XeCtO2g2Uw==/lib/arm/libUE4.so (android_main+136) (BuildId: 91044d19d0788afa02c03fb3e92d8ca69b478fc5)
2020-10-22 22:02:40.786 18934-18934/? A/DEBUG: #15 pc 037fdaf4 /data/app/com.myg-KZNGbziY4uu3XeCtO2g2Uw==/lib/arm/libUE4.so (BuildId: 91044d19d0788afa02c03fb3e92d8ca69b478fc5)

Upgrading to 4.25.4 has rendered my projected unusable. It was working fine with 4.25.3. I have removed any custom plugins from the project but it always crashes on startup with the following log:


Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x00000038

UE4Editor_UMGEditor!HasLatentActions() [D:\Build\++UE4\Sync\Engine\Source\Editor\UMGEditor\Private\WidgetBlueprint.cpp:969]
UE4Editor_UMGEditor!HasLatentActions() [D:\Build\++UE4\Sync\Engine\Source\Editor\UMGEditor\Private\WidgetBlueprint.cpp:969]
UE4Editor_UMGEditor!UWidgetBlueprint::UpdateTickabilityStats() [D:\Build\++UE4\Sync\Engine\Source\Editor\UMGEditor\Private\WidgetBlueprint.cpp:1036]
UE4Editor_UMGEditor!FWidgetBlueprintCompilerContext::CopyTermDefaultsToDefaultObject() [D:\Build\++UE4\Sync\Engine\Source\Editor\UMGEditor\Private\WidgetBlueprintCompiler.cpp:458]
UE4Editor_KismetCompiler!FKismetCompilerContext::PropagateValuesToCDO() [D:\Build\++UE4\Sync\Engine\Source\Editor\KismetCompiler\Private\KismetCompiler.cpp:1258]
UE4Editor_Kismet!FBlueprintCompilationManagerImpl::ReinstanceBatch() [D:\Build\++UE4\Sync\Engine\Source\Editor\Kismet\Private\BlueprintCompilationManager.cpp:2020]
UE4Editor_Kismet!FBlueprintCompilationManagerImpl::FlushCompilationQueueImpl() [D:\Build\++UE4\Sync\Engine\Source\Editor\Kismet\Private\BlueprintCompilationManager.cpp:1362]
UE4Editor_Kismet!FBlueprintCompilationManager::FlushCompilationQueue() [D:\Build\++UE4\Sync\Engine\Source\Editor\Kismet\Private\BlueprintCompilationManager.cpp:3020]
UE4Editor_CoreUObject!FScopedClassDependencyGather::~FScopedClassDependencyGather() [D:\Build\++UE4\Sync\Engine\Source\Runtime\CoreUObject\Private\Blueprint\BlueprintSupport.cpp:440]
UE4Editor_CoreUObject!FLinkerLoad::CreateExport() [D:\Build\++UE4\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\LinkerLoad.cpp:4578]
UE4Editor_CoreUObject!FLinkerLoad::IndexToObject() [D:\Build\++UE4\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\LinkerLoad.cpp:4811]
UE4Editor_CoreUObject!FLinkerLoad::CreateExport() [D:\Build\++UE4\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\LinkerLoad.cpp:4185]
UE4Editor_CoreUObject!FLinkerLoad::CreateExportAndPreload() [D:\Build\++UE4\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\LinkerLoad.cpp:3233]
UE4Editor_CoreUObject!FLinkerLoad::LoadAllObjects() [D:\Build\++UE4\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\LinkerLoad.cpp:3397]
UE4Editor_CoreUObject!LoadPackageInternal() [D:\Build\++UE4\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\UObjectGlobals.cpp:1312]
UE4Editor_CoreUObject!FLinkerLoad::VerifyImportInner() [D:\Build\++UE4\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\LinkerLoad.cpp:2861]
UE4Editor_CoreUObject!FLinkerLoad::VerifyImport() [D:\Build\++UE4\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\LinkerLoad.cpp:2583]
UE4Editor_CoreUObject!FLinkerLoad::VerifyImportInner() [D:\Build\++UE4\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\LinkerLoad.cpp:2927]
UE4Editor_CoreUObject!FLinkerLoad::VerifyImport() [D:\Build\++UE4\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\LinkerLoad.cpp:2583]
UE4Editor_CoreUObject!FLinkerLoad::Verify() [D:\Build\++UE4\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\LinkerLoad.cpp:2355]
UE4Editor_CoreUObject!FLinkerLoad::FinalizeCreation() [D:\Build\++UE4\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\LinkerLoad.cpp:2257]
UE4Editor_CoreUObject!FLinkerLoad::Tick() [D:\Build\++UE4\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\LinkerLoad.cpp:790]
UE4Editor_CoreUObject!FLinkerLoad::CreateLinker() [D:\Build\++UE4\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\LinkerLoad.cpp:459]
UE4Editor_CoreUObject!GetPackageLinker() [D:\Build\++UE4\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\Linker.cpp:745]
UE4Editor_CoreUObject!LoadPackageInternal() [D:\Build\++UE4\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\UObjectGlobals.cpp:1208]
UE4Editor_CoreUObject!FLinkerLoad::VerifyImportInner() [D:\Build\++UE4\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\LinkerLoad.cpp:2861]
UE4Editor_CoreUObject!FLinkerLoad::VerifyImport() [D:\Build\++UE4\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\LinkerLoad.cpp:2583]
UE4Editor_CoreUObject!FLinkerLoad::VerifyImportInner() [D:\Build\++UE4\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\LinkerLoad.cpp:2927]
UE4Editor_CoreUObject!FLinkerLoad::VerifyImport() [D:\Build\++UE4\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\LinkerLoad.cpp:2583]
UE4Editor_CoreUObject!FLinkerLoad::Verify() [D:\Build\++UE4\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\LinkerLoad.cpp:2355]
UE4Editor_CoreUObject!FLinkerLoad::FinalizeCreation() [D:\Build\++UE4\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\LinkerLoad.cpp:2257]
UE4Editor_CoreUObject!FLinkerLoad::Tick() [D:\Build\++UE4\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\LinkerLoad.cpp:790]
UE4Editor_CoreUObject!FLinkerLoad::CreateLinker() [D:\Build\++UE4\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\LinkerLoad.cpp:459]
UE4Editor_CoreUObject!GetPackageLinker() [D:\Build\++UE4\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\Linker.cpp:745]
UE4Editor_CoreUObject!LoadPackageInternal() [D:\Build\++UE4\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\UObjectGlobals.cpp:1208]
UE4Editor_CoreUObject!FLinkerLoad::VerifyImportInner() [D:\Build\++UE4\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\LinkerLoad.cpp:2861]
UE4Editor_CoreUObject!FLinkerLoad::VerifyImport() [D:\Build\++UE4\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\LinkerLoad.cpp:2583]
UE4Editor_CoreUObject!FLinkerLoad::VerifyImportInner() [D:\Build\++UE4\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\LinkerLoad.cpp:2927]
UE4Editor_CoreUObject!FLinkerLoad::VerifyImport() [D:\Build\++UE4\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\LinkerLoad.cpp:2583]
UE4Editor_CoreUObject!FLinkerLoad::Verify() [D:\Build\++UE4\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\LinkerLoad.cpp:2355]
UE4Editor_CoreUObject!FLinkerLoad::FinalizeCreation() [D:\Build\++UE4\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\LinkerLoad.cpp:2257]
UE4Editor_CoreUObject!FLinkerLoad::Tick() [D:\Build\++UE4\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\LinkerLoad.cpp:790]
UE4Editor_CoreUObject!FLinkerLoad::CreateLinker() [D:\Build\++UE4\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\LinkerLoad.cpp:459]
UE4Editor_CoreUObject!GetPackageLinker() [D:\Build\++UE4\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\Linker.cpp:745]
UE4Editor_CoreUObject!LoadPackageInternal() [D:\Build\++UE4\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\UObjectGlobals.cpp:1208]
UE4Editor_CoreUObject!FLinkerLoad::VerifyImportInner() [D:\Build\++UE4\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\LinkerLoad.cpp:2861]
UE4Editor_CoreUObject!FLinkerLoad::VerifyImport() [D:\Build\++UE4\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\LinkerLoad.cpp:2583]
UE4Editor_CoreUObject!FLinkerLoad::VerifyImportInner() [D:\Build\++UE4\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\LinkerLoad.cpp:2927]
UE4Editor_CoreUObject!FLinkerLoad::VerifyImport() [D:\Build\++UE4\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\LinkerLoad.cpp:2583]
UE4Editor_CoreUObject!FLinkerLoad::Verify() [D:\Build\++UE4\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\LinkerLoad.cpp:2355]
UE4Editor_CoreUObject!FLinkerLoad::FinalizeCreation() [D:\Build\++UE4\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\LinkerLoad.cpp:2257]
UE4Editor_CoreUObject!FLinkerLoad::Tick() [D:\Build\++UE4\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\LinkerLoad.cpp:790]
UE4Editor_CoreUObject!FLinkerLoad::CreateLinker() [D:\Build\++UE4\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\LinkerLoad.cpp:459]
UE4Editor_CoreUObject!GetPackageLinker() [D:\Build\++UE4\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\Linker.cpp:745]
UE4Editor_CoreUObject!LoadPackageInternal() [D:\Build\++UE4\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\UObjectGlobals.cpp:1208]
UE4Editor_CoreUObject!FLinkerLoad::VerifyImportInner() [D:\Build\++UE4\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\LinkerLoad.cpp:2861]
UE4Editor_CoreUObject!FLinkerLoad::VerifyImport() [D:\Build\++UE4\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\LinkerLoad.cpp:2583]
UE4Editor_CoreUObject!FLinkerLoad::VerifyImportInner() [D:\Build\++UE4\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\LinkerLoad.cpp:2927]
UE4Editor_CoreUObject!FLinkerLoad::VerifyImport() [D:\Build\++UE4\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\LinkerLoad.cpp:2583]
UE4Editor_CoreUObject!FLinkerLoad::Verify() [D:\Build\++UE4\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\LinkerLoad.cpp:2355]
UE4Editor_CoreUObject!FLinkerLoad::FinalizeCreation() [D:\Build\++UE4\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\LinkerLoad.cpp:2257]
UE4Editor_CoreUObject!FLinkerLoad::Tick() [D:\Build\++UE4\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\LinkerLoad.cpp:790]
UE4Editor_CoreUObject!FLinkerLoad::CreateLinker() [D:\Build\++UE4\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\LinkerLoad.cpp:459]
UE4Editor_CoreUObject!GetPackageLinker() [D:\Build\++UE4\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\Linker.cpp:745]
UE4Editor_CoreUObject!LoadPackageInternal() [D:\Build\++UE4\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\UObjectGlobals.cpp:1208]
UE4Editor_CoreUObject!FLinkerLoad::VerifyImportInner() [D:\Build\++UE4\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\LinkerLoad.cpp:2861]
UE4Editor_CoreUObject!FLinkerLoad::VerifyImport() [D:\Build\++UE4\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\LinkerLoad.cpp:2583]
UE4Editor_CoreUObject!FLinkerLoad::VerifyImportInner() [D:\Build\++UE4\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\LinkerLoad.cpp:2927]
UE4Editor_CoreUObject!FLinkerLoad::VerifyImport() [D:\Build\++UE4\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\LinkerLoad.cpp:2583]
UE4Editor_CoreUObject!FLinkerLoad::Verify() [D:\Build\++UE4\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\LinkerLoad.cpp:2355]
UE4Editor_CoreUObject!FLinkerLoad::FinalizeCreation() [D:\Build\++UE4\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\LinkerLoad.cpp:2257]
UE4Editor_CoreUObject!FLinkerLoad::Tick() [D:\Build\++UE4\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\LinkerLoad.cpp:790]
UE4Editor_CoreUObject!FLinkerLoad::CreateLinker() [D:\Build\++UE4\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\LinkerLoad.cpp:459]
UE4Editor_CoreUObject!GetPackageLinker() [D:\Build\++UE4\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\Linker.cpp:745]
UE4Editor_CoreUObject!LoadPackageInternal() [D:\Build\++UE4\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\UObjectGlobals.cpp:1208]
UE4Editor_CoreUObject!FLinkerLoad::VerifyImportInner() [D:\Build\++UE4\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\LinkerLoad.cpp:2861]
UE4Editor_CoreUObject!FLinkerLoad::VerifyImport() [D:\Build\++UE4\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\LinkerLoad.cpp:2583]
UE4Editor_CoreUObject!FLinkerLoad::VerifyImportInner() [D:\Build\++UE4\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\LinkerLoad.cpp:2927]
UE4Editor_CoreUObject!FLinkerLoad::VerifyImport() [D:\Build\++UE4\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\LinkerLoad.cpp:2583]
UE4Editor_CoreUObject!FLinkerLoad::Verify() [D:\Build\++UE4\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\LinkerLoad.cpp:2355]
UE4Editor_CoreUObject!FLinkerLoad::FinalizeCreation() [D:\Build\++UE4\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\LinkerLoad.cpp:2257]
UE4Editor_CoreUObject!FLinkerLoad::Tick() [D:\Build\++UE4\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\LinkerLoad.cpp:790]
UE4Editor_CoreUObject!FLinkerLoad::CreateLinker() [D:\Build\++UE4\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\LinkerLoad.cpp:459]
UE4Editor_CoreUObject!GetPackageLinker() [D:\Build\++UE4\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\Linker.cpp:745]
UE4Editor_CoreUObject!LoadPackageInternal() [D:\Build\++UE4\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\UObjectGlobals.cpp:1208]
UE4Editor_CoreUObject!FLinkerLoad::VerifyImportInner() [D:\Build\++UE4\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\LinkerLoad.cpp:2861]
UE4Editor_CoreUObject!FLinkerLoad::VerifyImport() [D:\Build\++UE4\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\LinkerLoad.cpp:2583]
UE4Editor_CoreUObject!FLinkerLoad::VerifyImportInner() [D:\Build\++UE4\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\LinkerLoad.cpp:2927]
UE4Editor_CoreUObject!FLinkerLoad::VerifyImport() [D:\Build\++UE4\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\LinkerLoad.cpp:2583]
UE4Editor_CoreUObject!FLinkerLoad::Verify() [D:\Build\++UE4\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\LinkerLoad.cpp:2355]
UE4Editor_CoreUObject!FLinkerLoad::FinalizeCreation() [D:\Build\++UE4\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\LinkerLoad.cpp:2257]
UE4Editor_CoreUObject!FLinkerLoad::Tick() [D:\Build\++UE4\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\LinkerLoad.cpp:790]
UE4Editor_CoreUObject!FLinkerLoad::CreateLinker() [D:\Build\++UE4\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\LinkerLoad.cpp:459]
UE4Editor_CoreUObject!GetPackageLinker() [D:\Build\++UE4\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\Linker.cpp:745]
UE4Editor_CoreUObject!LoadPackageInternal() [D:\Build\++UE4\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\UObjectGlobals.cpp:1208]
UE4Editor_CoreUObject!FLinkerLoad::VerifyImportInner() [D:\Build\++UE4\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\LinkerLoad.cpp:2861]
UE4Editor_CoreUObject!FLinkerLoad::VerifyImport() [D:\Build\++UE4\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\LinkerLoad.cpp:2583]
UE4Editor_CoreUObject!FLinkerLoad::VerifyImportInner() [D:\Build\++UE4\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\LinkerLoad.cpp:2927]
UE4Editor_CoreUObject!FLinkerLoad::VerifyImport() [D:\Build\++UE4\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\LinkerLoad.cpp:2583]
UE4Editor_CoreUObject!FLinkerLoad::VerifyImportInner() [D:\Build\++UE4\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\LinkerLoad.cpp:2927]
UE4Editor_CoreUObject!FLinkerLoad::VerifyImport() [D:\Build\++UE4\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\LinkerLoad.cpp:2583]
UE4Editor_CoreUObject!FLinkerLoad::Verify() [D:\Build\++UE4\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\LinkerLoad.cpp:2355]
UE4Editor_CoreUObject!FLinkerLoad::FinalizeCreation() [D:\Build\++UE4\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\LinkerLoad.cpp:2257]
UE4Editor_CoreUObject!FLinkerLoad::Tick() [D:\Build\++UE4\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\LinkerLoad.cpp:790]
UE4Editor_CoreUObject!FLinkerLoad::CreateLinker() [D:\Build\++UE4\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\LinkerLoad.cpp:459]
UE4Editor_CoreUObject!GetPackageLinker() [D:\Build\++UE4\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\Linker.cpp:745]
UE4Editor_CoreUObject!LoadPackageInternal() [D:\Build\++UE4\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\UObjectGlobals.cpp:1208]
UE4Editor_CoreUObject!LoadPackage() [D:\Build\++UE4\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\UObjectGlobals.cpp:1427]
UE4Editor_UnrealEd!UEditorEngine::Map_Load() [D:\Build\++UE4\Sync\Engine\Source\Editor\UnrealEd\Private\EditorServer.cpp:2619]
UE4Editor_UnrealEd!UEditorEngine::HandleMapCommand() [D:\Build\++UE4\Sync\Engine\Source\Editor\UnrealEd\Private\EditorServer.cpp:6167]
UE4Editor_UnrealEd!UEditorEngine::Exec() [D:\Build\++UE4\Sync\Engine\Source\Editor\UnrealEd\Private\EditorServer.cpp:5647]
UE4Editor_UnrealEd!UUnrealEdEngine::Exec() [D:\Build\++UE4\Sync\Engine\Source\Editor\UnrealEd\Private\UnrealEdSrv.cpp:697]
UE4Editor_UnrealEd!FEditorFileUtils::LoadMap() [D:\Build\++UE4\Sync\Engine\Source\Editor\UnrealEd\Private\FileHelpers.cpp:2561]
UE4Editor_UnrealEd!FEditorFileUtils::LoadDefaultMapAtStartup() [D:\Build\++UE4\Sync\Engine\Source\Editor\UnrealEd\Private\FileHelpers.cpp:3950]
UE4Editor_UnrealEd!FUnrealEdMisc::OnInit() [D:\Build\++UE4\Sync\Engine\Source\Editor\UnrealEd\Private\UnrealEdMisc.cpp:361]
UE4Editor_UnrealEd!EditorInit() [D:\Build\++UE4\Sync\Engine\Source\Editor\UnrealEd\Private\UnrealEdGlobals.cpp:114]
UE4Editor!GuardedMain() [D:\Build\++UE4\Sync\Engine\Source\Runtime\Launch\Private\Launch.cpp:149]
UE4Editor!GuardedMainWrapper() [D:\Build\++UE4\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:137]
UE4Editor!WinMain() [D:\Build\++UE4\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:268]
UE4Editor!__scrt_common_main_seh() [d:\agent\_work\5\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl:288]

ntdll

What else can I do to resolve this? Is it possible to downgrade minor versions?

[USER=ā€œ797278ā€]Hardy Games[/USER] Hopefully you backed up your project before upgrading…

@ Thankfully I did, I’ve been working on this game for 3+ years and learnt that lesson early on. The only problem is, even with a healthy backup, without being able to download specific minor versions I can’t do anything with the backup. It will just automatically download 4.25.4…

Build whatever version you need from source.

Could you elaborate on this? How do you build specific versions?

You would have to download from Github and build from source the specific minor you wanted.

Just spotted this update today myself… not clicked the button yet, thankfully I’m a backup freak… so I maybe ok and also run from source currently.

Try using a clean GameEngine.ini config?
Try delete saved and intermediate folder, if C++ rebuild. But make a backup inbefore, the temp folder contain backup files too.

Strange… I copied a new DefaultEngine.ini (I assume you meant this file as I can not find a ā€œGameEngine.iniā€ file as you mentioned) over to the project, deleted the Intermediate/Saved folder. Rebuilt in VS. Now the project starts up and opens to a blank map… If I try to open a Level (any Level) it immediately crashes with the same error log info as before…

Thanks! I’ll try this.

You could try next to disable Event Driven Loader, perhaps the error gives better clues.
There is a user reporting issues with physics, perhaps your project crashes because of a similar issue. The empty map loads, because the clean DefaultEngine.ini no longer contains your configurated default maps.

No luck with disabling Event Driven Loader either sadly. Still get the error code


Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x00000038

Tried to search for others with the same error but not finding anything relevant or related to 4.25.4.

If not done already install debug symbols.
If each map loading crashes, perhaps the error logs will point to a faulty asset.
Also try to load the editor in VS, debug and then open a map and look at the output.

I didn’t know you could do this. Very interesting!

So I did as you said and I seem to get a read access violation in WidgetBlueprint.cpp
Screenshot

Any ideas on how to go about fixing this?

So the problem here is, it’s a new issue. It is unclear if this will be perhaps fixed, or perhaps something inside your project is the problem.

Can you load maps from VS? If so, can you run the Launch option and look at the output?

Because all your maps crash, and there is a hint to BP’s, perhaps something like your UI widget is corrupt. Thus, move it out of the project folder into a temp folder, see what happens. If the issue persist, try something similar, it has to be something loaded by each map, and potentially a BP. Again, this is a lot of guesswork here.

The smart option here is to keep using 4.25.3, see if there is another hotfix, or if it works with 4.26.