Blueprint corruption, crashes, and instability (4.2+)

piinecone
Fri, 27 Jun 2014 00:38:29 +0000
Blueprint

Branch: Binary

Build version: 4.2.1-2101290

System Specs:

Mac:

PC: 2013 Razer Blade: [dxdiag.txt][2]

Steps to reproduce:

It’s difficult to say what, exactly, is causing instability I’m experiencing. I work with blueprints every day. After a couple of hours, editor will begin crashing due to mundane events, like adding a variable, compiling, or adding a new node. There doesn’t seem to be a pattern. I was able to reproduce a crash by attempting to add a new ForEachLoop node.

These crashes always occur from within a function, though that could be result of mainly working in functions (I spend very little time in main event graph). first thing that happens is a crash when trying to accomplish something standard, like adding a new local variable or compiling. next time I open editor, I won’t be able to open function – it will crash editor every time. If I copy blueprint and open it, function will still crash editor.

Next I’ll try to open blueprint and just double clicking / context clicking and opening will cause editor to crash. It will still be possible to open copy, but then opening function will cause a crash. I’ve set bRecompileOnLoad to false to no effect.

I’ll then attempt to transfer project from my Mac to my PC or vice versa. issue will persist, so I’ll end up just deleting offending blueprint or function and recreating it from scratch. Typically, [I’ll find myself in exact same predicament while redoing my work][3] because I can’t tell what’s actually causing crashes in first place; I don’t know what techniques, or functions, or macros to avoid.

This has happened to me every day for past two weeks. I think I’m losing about a day’s worth of work every three. I want to say this only started with 4.2 (or 4.2.1 release, even), but I’m not certain. I love UE4, and blueprints, but I have no faith that I can continue this project in this engine under current circumstances. I’m optimistic, but at moment I’m having a hard time convincing my team to stick with this toolchain.

Am I doing something wrong? Is it possible to avoid file corruption? Are there specific techniques to avoid with Blueprints that are known to cause issues? Should I just be doing all of my work in C++? change/relaunch editor workflow is relatively cumbersome, but I can deal with it if it yields stability.

Project files steps: attempt to open RingManager and editor should crash. If you can get it open, “DestroyRingWIthNumber” is offending function at moment. This should crash on both Mac and PC.

Attachments:

I’ve attached my project files and dxdiag (from my pc). Please let me know if you need anything else! If you can’t reproduce crashes with these assets I will upload log files galore. Thanks!

Project files: https://s3.amazonaws.com/limbx/crashlog/LimbxFlyer-crash.

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