Unreal Tournament Editor NavMesh causes crash

Hi there,

as soon as i insert a NavMeshBoundsVolume into a map, building (bsp, lights, etc not compiling) it ends up in a editor crash:

Fatal error!

Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x0000005c

UE4Editor-Navmesh.dll!dtNavMeshQuery::getPolyHeight() (0x000007fef26a15cb) + 38 bytes [e:\unrealtournament\engine\source\runtime\navmesh\private\detour\detournavmeshquery.cpp:905]
UE4Editor-UnrealTournament.dll!AUTRecastNavMesh::GetSteppedEdgeSize() (0x000007fee056bae0) + 30 bytes [e:\unrealtournament\unrealtournament\source\unrealtournament\private\utrecastnavmesh.cpp:116]
UE4Editor-UnrealTournament.dll!AUTRecastNavMesh::SetNodeSize() (0x000007fee05720e9) + 0 bytes [e:\unrealtournament\unrealtournament\source\unrealtournament\private\utrecastnavmesh.cpp:186]
UE4Editor-UnrealTournament.dll!AUTRecastNavMesh::BuildNodeNetwork() (0x000007fee056024e) + 0 bytes [e:\unrealtournament\unrealtournament\source\unrealtournament\private\utrecastnavmesh.cpp:674]
UE4Editor-UnrealTournament.dll!AUTRecastNavMesh::Tick() (0x000007fee057226d) + 0 bytes [e:\unrealtournament\unrealtournament\source\unrealtournament\private\utrecastnavmesh.cpp:1330]
UE4Editor-UnrealTournament.dll!AUTRecastNavMesh::TickActor() (0x000007fee0572938) + 0 bytes [e:\unrealtournament\unrealtournament\source\unrealtournament\private\utrecastnavmesh.cpp:1308]
UE4Editor-Engine.dll!FActorTickFunction::ExecuteTick() (0x000007feeb300244) + 30 bytes [e:\unrealtournament\engine\source\runtime\engine\private\actor.cpp:119]
UE4Editor-Engine.dll!FTickTaskSequencer::FTickFunctionTask::DoTask() (0x000007feeba7de56) + 0 bytes [e:\unrealtournament\engine\source\runtime\engine\private\ticktaskmanager.cpp:322]
UE4Editor-Engine.dll!TGraphTask::ExecuteTask() (0x000007feeba89ffd) + 0 bytes [e:\unrealtournament\engine\source\runtime\core\public\async\taskgraphinterfaces.h:671]
UE4Editor-Core.dll!FTaskThread::ProcessTasks() (0x000007feee1b4e85) + 0 bytes [e:\unrealtournament\engine\source\runtime\core\private\async\taskgraph.cpp:428]
UE4Editor-Core.dll!FTaskThread::ProcessTasksUntilQuit() (0x000007feee1b506d) + 0 bytes [e:\unrealtournament\engine\source\runtime\core\private\async\taskgraph.cpp:271]
UE4Editor-Core.dll!FTaskGraphImplementation::WaitUntilTasksComplete() (0x000007feee1d61ef) + 0 bytes [e:\unrealtournament\engine\source\runtime\core\private\async\taskgraph.cpp:984]
UE4Editor-Engine.dll!FTaskGraphInterface::WaitUntilTaskCompletes() (0x000007feebac043f) + 16 bytes [e:\unrealtournament\engine\source\runtime\core\public\async\taskgraphinterfaces.h:188]
UE4Editor-Engine.dll!FTickTaskSequencer::ReleaseTickGroup() (0x000007feebaadd50) + 190 bytes [e:\unrealtournament\engine\source\runtime\engine\private\ticktaskmanager.cpp:187]
UE4Editor-Engine.dll!FTickTaskManager::RunTickGroup() (0x000007feebab083e) + 0 bytes [e:\unrealtournament\engine\source\runtime\engine\private\ticktaskmanager.cpp:722]
UE4Editor-Engine.dll!UWorld::RunTickGroup() (0x000007feeb73f8c6) + 0 bytes [e:\unrealtournament\engine\source\runtime\engine\private\leveltick.cpp:696]
UE4Editor-Engine.dll!UWorld::Tick() (0x000007feeb7468eb) + 0 bytes [e:\unrealtournament\engine\source\runtime\engine\private\leveltick.cpp:1114]
UE4Editor-UnrealEd.dll!UEditorEngine::Tick() (0x000007fee8c1b7a0) + 0 bytes [e:\unrealtournament\engine\source\editor\unrealed\private\editor.cpp:1133]
UE4Editor-UnrealEd.dll!UUnrealEdEngine::Tick() (0x000007fee90d3396) + 0 bytes [e:\unrealtournament\engine\source\editor\unrealed\private\unrealedengine.cpp:347]
UE4Editor.exe!FEngineLoop::Tick() (0x000000013f84d7f3) + 0 bytes [e:\unrealtournament\engine\source\runtime\launch\private\launchengineloop.cpp:2258]
UE4Editor.exe!GuardedMain() (0x000000013f84093c) + 0 bytes [e:\unrealtournament\engine\source\runtime\launch\private\launch.cpp:142]
UE4Editor.exe!GuardedMainWrapper() (0x000000013f8409aa) + 5 bytes [e:\unrealtournament\engine\source\runtime\launch\private\windows\launchwindows.cpp:126]
UE4Editor.exe!WinMain() (0x000000013f84eeb9) + 17 bytes [e:\unrealtournament\engine\source\runtime\launch\private\windows\launchwindows.cpp:202]
UE4Editor.exe!__tmainCRTStartup() (0x000000013f84fe89) + 21 bytes [f:\dd\vctools\crt\crtw32\dllstuff\crtexe.c:618]
kernel32.dll!UnknownFunction (0x0000000077a159cd) + 0 bytes [UnknownFile:0]
ntdll.dll!UnknownFunction (0x0000000077b4b981) + 0 bytes [UnknownFile:0]
ntdll.dll!UnknownFunction (0x0000000077b4b981) + 0 bytes [UnknownFile:0]

Dunno what causes it but maybe it’s a bug.

Also when trying to build the startup map.

thx

Hi uberman,

Can you post your dxdiag here so I can take a look? I attempted to build on my end but could not reproduce this crash.

Hi there,

maybe it’s corrupted files ?

It is possible. Go to your Create tab and press the dropdown menu>verify. This will run through your engine folders and see if any files are missing/corrupted and repair or replace them as necessary. Additionally, can you post the second page of your dxdiag as well so I can see your video card information? Thus far I don’t see anything that would cause an error from your hardware but I want to be certain that I rule it out completely.

So here’s the next page.
I will verify the integrity of the files next and report it here.
thx

Oops,
I’m using the git-source version but when i sync inside of git-client it should be the same as verifiyng in the launcher.

Is there a way to link the git-source version of ut to the launcher, or does it only accept the binary version ?

Will ut switch to 4.8 too when ue 4.8 is released ?

Maybe i should rebuild ut in development x64 again.

Will report.

UT will probably update its own branch once their set of tests is complete for the UT project. Unfortunately the launcher does not recognize non binary versions of the editor/UT editor/UT game, there is a feature request already entered to address this.