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    Originally posted by TheFlow3k View Post
    as I understand the way to go is, compile UE4.sln every time in "Development Editor" Mode. Then Compile Project sln in "Debug" Mode for full debug symbols.
    Basically, forget that UE4.sln exists. Needed engine modules gonna be compiled before compiling project modules while your normally build your game code. It's because project modules depends on engine modules.
    Obviously, the engine's code usually doesn't get changed, so engine compilation doesn't trigger every single time

    Originally posted by TheFlow3k View Post
    And by understanding that now, I assume when switching project-settings package-settings to other settings and build/cook with these other settings like "shipping", that they are totally independent from project sln settings and simply compile again and take the binaries compiled again on build/cook..
    Exactly

    Comment


      Originally posted by unit23 View Post
      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.
      So loading a map while debugging in VS also leads to the same crash in WidgetBlueprint.cpp (read access violation on line 969 "Graph was nullprt")

      I did try building 4.25.3 from source but then ran into a wall when it came to trying to get all of the plugins my project relies on into the build.

      I'll just keep prodding around the project to see if I can pindown the source offending widget while I wait to see if anyone else is having the same problems.

      Thanks for your help!

      Comment


        Originally posted by Hardy Games View Post
        ..if I can pindown the source offending widget while I wait to see if anyone else is having the same problems.
        We do not know if it's indeed a widget. So far you are the only one.

        Next debug steps I would take

        Deactivate all plugins.
        Move project folder out of the project one by one, until it loads again. If it loads with a certain folder missing, move it back then begin moving content from this folder out of the project. Also fix up redirectors, validate assets, and perhaps there are corrupt files inside your project. Look for any log file errors and warnings which may offer pointers.
        [LEGENDS of EPICA Now on Steam] [Twitter] - [Discord]

        Comment


          Originally posted by unit23 View Post
          Move project folder out of the project one by one, until it loads again. If it loads with a certain folder missing, move it back then begin moving content from this folder out of the project. Also fix up redirectors, validate assets, and perhaps there are corrupt files inside your project. Look for any log file errors and warnings which may offer pointers.
          @Hardy:
          Yes, I would recommend the same. Or... do it the other way around. So you know, it has a clean start.
          - Blank project which should start fine
          - Add folders to your "corrupt" project to the clean one. Being aware of the error message, I wold start with Widgets, to pinpoint "corrupted" file early
          - try to pin point an exact file which produces the error
          - then open that file in a earlier version of UE4 where it is not crashing. You should see an error. If you do not see any warning and find no "problem" manually, try to migrate the file one time in another project (an then back?). Or do "Asset action" -> "reload" one time in the same project.

          Edit: When you have debug symbols on, and you get the error in log... what is directly above the error. I also had an error one time which did not stated directly the problematic file, but the log part directly above of the error (in UE4 LOg, not only the small part of crash report) told me where it was wrong and what file lead to the error.

          @Moth Doctor: Thanks a lot again!
          Last edited by TheFlow3k; 10-26-2020, 04:03 PM.
          Next Game: Regain Earth: First Strike - A co-op multiplayer Action Shooter Game. Website TwitterYouTube RedditSteam

          Comment


            Originally posted by TheFlow3k View Post
            When you have debug symbols on, and you get the error in log... what is directly above the error. I also had an error one time which did not stated directly the problematic file, but the log part directly above of the error (in UE4 LOg, not only the small part of crash report) told me where it was wrong and what file lead to the error.
            Thanks for the pointer. The log shows that a lot of my blueprints seem to have references to macros that are failing. Here is a snippet of the events that immediately preceed the crash.
            Code:
            [2020.10.26-19.07.59:164][370]LogBlueprint: Error: [Compiler W_World_RaidersBattleAssistanceScreen] Macro node Macro instance is pointing at an invalid macro graph.
            [2020.10.26-19.07.59:168][370]LogBlueprint: Warning: [Compiler W_World_RaidersBattleAssistanceScreen] Macro instance was pruned because its Exec pin is not connected, the connected value is not available and will instead be read as default
            [2020.10.26-19.07.59:237][370]LogBlueprint: Error: [Compiler W_World_TerminalScreen] In use pin Source String no longer exists on node Macro instance . Please refresh node or break links to remove pin.
            [2020.10.26-19.07.59:237][370]LogBlueprint: Error: [Compiler W_World_TerminalScreen] In use pin Return Value no longer exists on node Macro instance . Please refresh node or break links to remove pin.
            [2020.10.26-19.07.59:237][370]LogBlueprint: Error: [Compiler W_World_TerminalScreen] Macro node Macro instance is pointing at an invalid macro graph.
            [2020.10.26-19.07.59:237][370]LogBlueprint: Error: [Compiler W_World_TerminalScreen] In use pin Source String no longer exists on node Macro instance . Please refresh node or break links to remove pin.
            [2020.10.26-19.07.59:238][370]LogBlueprint: Error: [Compiler W_World_TerminalScreen] In use pin Return Value no longer exists on node Macro instance . Please refresh node or break links to remove pin.
            [2020.10.26-19.07.59:238][370]LogBlueprint: Error: [Compiler W_World_TerminalScreen] Macro node Macro instance is pointing at an invalid macro graph.
            [2020.10.26-19.07.59:316][370]LogBlueprint: Warning: [Compiler W_World_TerminalScreen] Macro instance was pruned because its Exec pin is not connected, the connected value is not available and will instead be read as default
            [2020.10.26-19.07.59:316][370]LogBlueprint: Warning: [Compiler W_World_TerminalScreen] Macro instance was pruned because its Exec pin is not connected, the connected value is not available and will instead be read as default
            [2020.10.26-19.09.03:759][370]LogWindows: Error: === Critical error: ===
            [2020.10.26-19.09.03:759][370]LogWindows: Error:
            [2020.10.26-19.09.03:759][370]LogWindows: Error: Fatal error!
            [2020.10.26-19.09.03:759][370]LogWindows: Error:
            [2020.10.26-19.09.03:759][370]LogWindows: Error: Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x00000038
            The language I find interesting here are the entries that state "invalid macro graph" which seems to tie into the information I get from Visual Studio when debugging the crash. It states that a Read Access Violtion occurs in regards to the enum 'Graph' which it sees as a nullptr. The bad news is that doesn't really give me any clues as to the cause. In the meantime I'm going to have to try moving folders into a clean project individually like you suggested.

            If anyone is able to connect any of these dots while I try to work it out please do share.

            Comment


              Originally posted by unit23 View Post
              We do not know if it's indeed a widget. So far you are the only one.

              Next debug steps I would take

              Deactivate all plugins.
              Move project folder out of the project one by one, until it loads again. If it loads with a certain folder missing, move it back then begin moving content from this folder out of the project. Also fix up redirectors, validate assets, and perhaps there are corrupt files inside your project. Look for any log file errors and warnings which may offer pointers.
              I tried dragging some suspected offenders into a clean project and I believe I found a/the culprit blueprint. It seems to be my GameInstance blueprint, which explains why so many other files crash too when opened since a lot of them depend on GameInstance in some form. The only information I have to go by at the moment however is the following error: "Serialization Error: Action Needed - Corrupt data found, please verify your installation (which I of course have tried)
              The editor then crashes and reveals this error in the crash log
              Code:
              Assertion failed: false [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/CoreUObject/Private/UObject/LinkerLoad.cpp] [Line: 4838]
              I still don't really understand how it is considered to be corrupt since the same object worked fine in 4.25.3 but I'm researching this new info anyway.
              Last edited by Hardy Games; 10-26-2020, 05:39 PM.

              Comment


                Originally posted by Hardy Games View Post
                ..and I believe I found a/the culprit blueprint. It seems to be my GameInstance blueprint
                Okay, create another GameInstance inside a clean project under the same folder structure, name it like the corrupted, then copy it over the corrupted (before you made a backup ofc). Perhaps now you can load the maps again?

                Originally posted by Hardy Games View Post
                I still don't really understand how it is considered to be corrupt since the same object worked fine in 4.25.3 but I'm researching this new info anyway.
                Corruption can go unnoticed, Unreal Engine upgrades trigger corruption, since they usually evaluate file serialization anew. The question here is why you have a serialization error. At least it suggests that your SSD or harddrive is faulty. There could be more affected files in your project, which will be made noticeable inside the output log with things like unexpected bytes warnings.
                [LEGENDS of EPICA Now on Steam] [Twitter] - [Discord]

                Comment


                  Originally posted by Hardy Games View Post

                  I tried dragging some suspected offenders into a clean project and I believe I found a/the culprit blueprint. It seems to be my GameInstance blueprint
                  If you downloaded the UE4 pdbs thru the launcher, you will get to know the name of the offending objects (including blueprints) by launching the project via Visual Studio (or attaching to to existing UE4 instance). Once the culprit has been found, you can simply moved them out of the project folder one bye one the project succesfully launched. And then just recreate the blueprint within the editor - that should solve your problem.

                  Comment


                    Originally posted by Syed View Post
                    If you downloaded the UE4 pdbs thru the launcher, you will get to know the name of the offending objects (including blueprints) by launching the project via Visual Studio (or attaching to to existing UE4 instance). Once the culprit has been found, you can simply moved them out of the project folder one bye one the project succesfully launched. And then just recreate the blueprint within the editor - that should solve your problem.
                    I have done exactly this. The problem was shown to be a read access violation in WidgetBlueprint.cpp.
                    Screenshot
                    Since that is an Unreal Engine file I am unsure as to how it ties into my project specifically.

                    Fortunately, the devs have noticed the issues in another thread and mentioned that they are looking into it, so perhaps I will get some answers soon. Thanks!

                    Comment


                      Originally posted by Hardy Games View Post
                      Fortunately, the devs have noticed the issues in another thread and mentioned that they are looking into it, so perhaps I will get some answers soon. Thanks!
                      Have you filed official bug report? It would go much faster if you did.

                      Comment


                        Originally posted by unit23 View Post
                        Okay, create another GameInstance inside a clean project under the same folder structure, name it like the corrupted, then copy it over the corrupted (before you made a backup ofc). Perhaps now you can load the maps again?
                        Tried this. Even with a clean GameInstance in place it crashes. Even if I just right click the thing. Quite bizarre. Was worth a shot though

                        Corruption can go unnoticed, Unreal Engine upgrades trigger corruption, since they usually evaluate file serialization anew. The question here is why you have a serialization error. At least it suggests that your SSD or harddrive is faulty. There could be more affected files in your project, which will be made noticeable inside the output log with things like unexpected bytes warnings.
                        The only errors I get in the Output Log are a bunch of errors regarding 'Macro node Macro instance is pointing at an invalid macro graph'. From what I can tell these are coming from most of the Blueprint that are crashing the engine. The debug error I got in WidgetBlueprint.cpp in Visual Studio also mentions that 'Graph' is nullptr, which seems to suggest the problem relates somehow to that. It is a bit above my experience level at this time to know how these things are related but I am continuing to research it.

                        Comment


                          Originally posted by motorsep View Post

                          Have you filed official bug report? It would go much faster if you did.
                          I have filed two (the latter holding more information I learnt regarding the crash with the help of you guys here in the forums). I have read that those can sometimes take a while to be seen but hopefully there are other people submitting similar reports.

                          Comment


                            So are people generally feeling good about 4.25 now? I finally updated my project from 4.22 expecting a ton of problems, and I haven’t had a single issue that wasn’t quickly fixable.. I guess I won the dice roll lol

                            Comment


                              Originally posted by Hardy Games View Post
                              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:
                              It seems that your issue has been fixed in 4.26...
                              https://issues.unrealengine.com/issue/UE-102037

                              Comment


                                Originally posted by Moth Doctor View Post

                                It seems that your issue has been fixed in 4.26...
                                https://issues.unrealengine.com/issue/UE-102037
                                I saw
                                It is a shame that the fix isn't going to be implemented into 4.25, since I rely on a few plugins that of course will take some time to be updated to 4.26, but it is certainly better than losing a months worth of progress (I went back through my backups to see if any of them worked and the latest working backup I could find was from a month back, which is a lot of work when you work on a project for 4+~ hours per day)
                                I'm just glad that I will eventually be able to get back to working on the game at some point. I have learnt a lesson at least; never, ever, ever update, especially if everything is working fine.

                                Comment

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