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  • replied
    Originally posted by barneyw-ud View Post

    I have been experiencing this crash too. I think I have narrowed it down to the late update being done for the HMD and controllers, in our scenario at least.

    The late update is setting the transform, causing them to be flagged as needing a reflection capture update but something about doing the level load means it is not being updated before ComputeRelevance is called.

    It only affects things nested under the motion controller component or the camera that is tracking to the HMD. As a workaround I enabled DisableLowLatencyUpdate in the motion controllers (to stop the late update of the transform) and removed the anything we had nested under the camera (disabling it for the HMD would be more involved).

    So far this seems to have worked. Obviously not an ideal long term solution.
    I, too, experienced this crash and this fix worked for me. Thanks for this! Just wanted to put more out there that this
    Code:
    ComputeRelevance()
    ensure is a bug b/t Oculus and Unreal on Quest with 4.25.1 (for me).

    Leave a comment:


  • replied
    UE-40033

    "Blueprint compile fails after changing the default values of a struct that is part of another struct that makes up a Data Table that is used within the Blueprint."

    Still not fixed , but is marked as fixed.



    Leave a comment:


  • replied
    I got the same issue when upgrading to 4.25.4.
    Just tried with 4.26 preview 6 is the issue seems to be fixed. When is the official release of 4.26?

    Leave a comment:


  • replied
    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
    It's odd as they usually provide a link to the commit. Doesn't seem to be the case here.

    Leave a comment:


  • replied
    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.

    Leave a comment:


  • replied
    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

    Leave a comment:


  • replied
    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

    Leave a comment:


  • replied
    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.

    Leave a comment:


  • replied
    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.

    Leave a comment:


  • replied
    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.

    Leave a comment:


  • replied
    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!

    Leave a comment:


  • replied
    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.

    Leave a comment:


  • replied
    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.

    Leave a comment:


  • replied
    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.

    Leave a comment:


  • replied
    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.

    Leave a comment:

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