I wish I knew. We have been using the same template for nearly 2 years. All we do is update the plugins. All of which were approved by FAB. I guess I will have to remove them one by one until I find the conflict. To make things worse it compiles with Zero errors. It is only when you run the shipping build that this error appears and crashes the program.
Well it looks PSO related and if I had to take a guess, it’s probably some issue with HWRT. I remember having issues with this a version or two ago. You might have to delete any caches in your %localappdata%\projectname\
folder. I think anything PSO related should just be in the root directory of it and should have obvious enough file names.
I kind of remember having to change a project setting as well, like disabling this(?)
but it might be unrelated though or might be related to something that has since been fixed.
Bugs after migrating my project:
- Enable Order Independent Transparency (Experimental): Opacity/emissive issue — everything becomes overly bright when this option is enabled. (No problem in 5.5)
- Generate Ray Tracing Proxies: Crashes the game if Nanite is disabled, with the following error:
Assertion failed: (Index >= 0) & (Index < ArrayNum) [File: D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Public\Containers\Array.h] [Line: 1067] Array index out of bounds: 2 into an array of size 2
I can confirm that the same is happening for me in a packaged shipping build for both Xbox and PC. Over time, memory usage explodes and crashes my game. There is certainly a memory leak somewhere.
Why hasn’t UE5.6.1 been released yet? It’s understandable that there are bugs in the new features, but the existing ones often fail,even the file format of FBX has problems,installing a new version will affect the same features of the old version, which is difficult to understand and quite ridiculous. With so many low-level errors, shouldn’t you quickly release a version that fixes the errors and better allows users to use it with confidence,
Even uninstalling 5.6 is useless. The original skeleton position of FBX imported with version 5.5.4 will still change, and there will be serious shape alignment errors with Alembic’s cache fabric. Therefore, everyone must remember not to install the new version casually, otherwise there will be bugs and the functions of the old version will not work, this is my lesson,the errors that occur in this engine tool are so unpredictable and almost unimaginable, as many existing conventional functions also fail and cannot be predicted or controlled,this kind of maintenance and review technology capability is quite absurd,,
I’m so tired of upgrading to the new version for fixes. They don’t want LTS, Unity and Blender have it.
I also has this bug with “Array index out of bounds” in my project.
It’s random thing in my case, but mostly related to SkeletalMesh, especially if tried enabling Nanite SkeletalMesh causing insta-crash with Array index out of bounds. But there’s some case with SkeletalMesh without Nanite and still has this issue, in that other case I had to delete the affected SkeletalMesh LOD and regenerate them again after upgrading from 5.5.4.
It also there for me when building HLOD (from commandlet outside of Editor, since from Editor causing shader compiler hang and won’t finished) with Nanite enabled, so I had to disable Nanite from my project config file before building HLOD in 5.6.0.
IIRC this “Array index out of bounds” also present in 5.5.0 back then, hopefully they fixed it in 5.6.1, but seems taking forever to drop..