EVERSPACE™ 2

EVERSPACE™ 2

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Uyu  [разработчик] 15 окт. 2024 в 1:59
Patch Notes - 1.3.43257 (AMD GPU Crash)
Greetings pilots!

We’ve released a small patch that includes a potential fix for pilots on AMD GPUs experiencing crashing.

We’re continuing to look into the cause of crashing issues as there may be more than one culprit. If you are an AMD GPU user who continues to see crashes, please let us know in our Bugs & Technical Issues forum on the EVERSPACE 2 Steam Community Hub.

This update also includes a minor tweak to the game where Maddocks is made invulnerable on Very Easy difficulty to aid players having trouble with the Smoke and Mirrors mission.

Bugfixes
  • Fixed a crash affecting AMD GPUs
  • Maddocks is now invulnerable on Very Easy difficulty

Your ROCKFISH Games Team
Последно редактиран от Uyu; 14 ноем. 2024 в 7:19
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Показване на 1-15 от 22 коментара
still crashing on my amd GPU with DX12. here is my crashlog:
LoginId:72a3e5434b552dbdc0aac18839ccca0d
EpicAccountId:80877373ae12421fa433e68991f7f057

GPU Crash dump Triggered

ES2_Win64_Shipping!D3D12RHI::TerminateOnGPUCrash() [J:\CustomEngine\Engine\Source\Runtime\D3D12RHI\Private\D3D12Util.cpp:1049]
ES2_Win64_Shipping!D3D12RHI::VerifyD3D12Result() [J:\CustomEngine\Engine\Source\Runtime\D3D12RHI\Private\D3D12Util.cpp:1075]
ES2_Win64_Shipping!`FD3D12DynamicRHI::ProcessInterruptQueue'::`2'::<lambda_1>::operator()() [J:\CustomEngine\Engine\Source\Runtime\D3D12RHI\Private\D3D12Submission.cpp:1017]
ES2_Win64_Shipping!FD3D12DynamicRHI::ForEachQueue() [J:\CustomEngine\Engine\Source\Runtime\D3D12RHI\Private\D3D12RHI.cpp:293]
ES2_Win64_Shipping!FD3D12DynamicRHI::ProcessInterruptQueue() [J:\CustomEngine\Engine\Source\Runtime\D3D12RHI\Private\D3D12Submission.cpp:1180]
ES2_Win64_Shipping!FD3D12Thread::Run() [J:\CustomEngine\Engine\Source\Runtime\D3D12RHI\Private\D3D12Submission.cpp:101]
ES2_Win64_Shipping!FRunnableThreadWin::Run() [J:\CustomEngine\Engine\Source\Runtime\Core\Private\Windows\WindowsRunnableThread.cpp:149]

my spec : R5 3600+32gb ddr4 3200+rx6600xt
Geekbyte  [разработчик] 15 окт. 2024 в 3:52 
Първоначално публикувано от I Am Awesome:
still crashing on my amd GPU with DX12. here is my crashlog:
LoginId:72a3e5434b552dbdc0aac18839ccca0d
EpicAccountId:80877373ae12421fa433e68991f7f057

GPU Crash dump Triggered

ES2_Win64_Shipping!D3D12RHI::TerminateOnGPUCrash() [J:\CustomEngine\Engine\Source\Runtime\D3D12RHI\Private\D3D12Util.cpp:1049]
ES2_Win64_Shipping!D3D12RHI::VerifyD3D12Result() [J:\CustomEngine\Engine\Source\Runtime\D3D12RHI\Private\D3D12Util.cpp:1075]
ES2_Win64_Shipping!`FD3D12DynamicRHI::ProcessInterruptQueue'::`2'::<lambda_1>::operator()() [J:\CustomEngine\Engine\Source\Runtime\D3D12RHI\Private\D3D12Submission.cpp:1017]
ES2_Win64_Shipping!FD3D12DynamicRHI::ForEachQueue() [J:\CustomEngine\Engine\Source\Runtime\D3D12RHI\Private\D3D12RHI.cpp:293]
ES2_Win64_Shipping!FD3D12DynamicRHI::ProcessInterruptQueue() [J:\CustomEngine\Engine\Source\Runtime\D3D12RHI\Private\D3D12Submission.cpp:1180]
ES2_Win64_Shipping!FD3D12Thread::Run() [J:\CustomEngine\Engine\Source\Runtime\D3D12RHI\Private\D3D12Submission.cpp:101]
ES2_Win64_Shipping!FRunnableThreadWin::Run() [J:\CustomEngine\Engine\Source\Runtime\Core\Private\Windows\WindowsRunnableThread.cpp:149]

my spec : R5 3600+32gb ddr4 3200+rx6600xt

Just to confirm you've updated to patch 1.3.43257?
Still crashing too...

AMD Ryzen 5900x
AMD Radeon 6800xt (latest drivers)
Patch installed


DX12, first try:

Now my game was passed through intro screens and i could reached main menu

Crash after i try to continue last game (Hit button Continue in Main Menu)

LoginId:bf0c7698462fe04e69db54841c0e57b0
EpicAccountId:e7a4266988474217aa11723e19f47bbe

GPU Crash dump Triggered

ES2_Win64_Shipping!D3D12RHI::TerminateOnGPUCrash() [J:\CustomEngine\Engine\Source\Runtime\D3D12RHI\Private\D3D12Util.cpp:1049]
ES2_Win64_Shipping!D3D12RHI::VerifyD3D12Result() [J:\CustomEngine\Engine\Source\Runtime\D3D12RHI\Private\D3D12Util.cpp:1075]
ES2_Win64_Shipping!`FD3D12DynamicRHI::ProcessInterruptQueue'::`2'::<lambda_1>::operator()() [J:\CustomEngine\Engine\Source\Runtime\D3D12RHI\Private\D3D12Submission.cpp:1017]
ES2_Win64_Shipping!FD3D12DynamicRHI::ForEachQueue() [J:\CustomEngine\Engine\Source\Runtime\D3D12RHI\Private\D3D12RHI.cpp:293]
ES2_Win64_Shipping!FD3D12DynamicRHI::ProcessInterruptQueue() [J:\CustomEngine\Engine\Source\Runtime\D3D12RHI\Private\D3D12Submission.cpp:1180]
ES2_Win64_Shipping!FD3D12Thread::Run() [J:\CustomEngine\Engine\Source\Runtime\D3D12RHI\Private\D3D12Submission.cpp:101]
ES2_Win64_Shipping!FRunnableThreadWin::Run() [J:\CustomEngine\Engine\Source\Runtime\Core\Private\Windows\WindowsRunnableThread.cpp:149]


DX12, second try:

Game not loaded and i got error

LoginId:bf0c7698462fe04e69db54841c0e57b0
EpicAccountId:e7a4266988474217aa11723e19f47bbe

GPU Crash dump Triggered

ES2_Win64_Shipping!D3D12RHI::TerminateOnGPUCrash() [J:\CustomEngine\Engine\Source\Runtime\D3D12RHI\Private\D3D12Util.cpp:1049]
ES2_Win64_Shipping!D3D12RHI::VerifyD3D12Result() [J:\CustomEngine\Engine\Source\Runtime\D3D12RHI\Private\D3D12Util.cpp:1075]
ES2_Win64_Shipping!FD3D12PoolAllocator::AllocateResource() [J:\CustomEngine\Engine\Source\Runtime\D3D12RHI\Private\D3D12PoolAllocator.cpp:441]
ES2_Win64_Shipping!FD3D12TextureAllocatorPool::AllocateTexture() [J:\CustomEngine\Engine\Source\Runtime\D3D12RHI\Private\D3D12Allocation.cpp:1813]
ES2_Win64_Shipping!SafeCreateTexture2D() [J:\CustomEngine\Engine\Source\Runtime\D3D12RHI\Private\D3D12Texture.cpp:783]
ES2_Win64_Shipping!`FD3D12DynamicRHI::CreateD3D12Texture'::`2'::<lambda_1>::operator()() [J:\CustomEngine\Engine\Source\Runtime\D3D12RHI\Private\D3D12Texture.cpp:937]
ES2_Win64_Shipping!FD3D12DynamicRHI::CreateD3D12Texture() [J:\CustomEngine\Engine\Source\Runtime\D3D12RHI\Private\D3D12Texture.cpp:861]
ES2_Win64_Shipping!FD3D12DynamicRHI::RHICreateTexture() [J:\CustomEngine\Engine\Source\Runtime\D3D12RHI\Private\D3D12Texture.cpp:981]
ES2_Win64_Shipping!FRenderTargetPool::FindFreeElement() [J:\CustomEngine\Engine\Source\Runtime\RenderCore\Private\RenderTargetPool.cpp:123]
ES2_Win64_Shipping!FRDGBuilder::AllocatePooledTextures() [J:\CustomEngine\Engine\Source\Runtime\RenderCore\Private\RenderGraphBuilder.cpp:2722]
ES2_Win64_Shipping!`FRDGBuilder::AddCommandListSetupTask<`FRDGBuilder::Execute'::`18'::<lambda_11>,TArray<UE::Tasks::Private::FTaskHandle,TSizedDefaultAllocator<32> > >'::`2'::<lambda_1>::operator()() [J:\CustomEngine\Engine\Source\Runtime\RenderCore\Public\RenderGraphBuilder.inl:646]
ES2_Win64_Shipping!UE::Tasks::Private::FTaskBase::TryExecuteTask() [J:\CustomEngine\Engine\Source\Runtime\Core\Public\Tasks\TaskPrivate.h:507]
ES2_Win64_Shipping!LowLevelTasks::TTaskDelegate<LowLevelTasks::FTask * __cdecl(bool),48>::TTaskDelegateImpl<`LowLevelTasks::FTask::Init<`UE::Tasks::Private::FTaskBase::Init'::`2'::<lambda_1> >'::`5'::<lambda_1>,0>::CallAndMove() [J:\CustomEngine\Engine\Source\Runtime\Core\Public\Async\Fundamental\TaskDelegate.h:171]
ES2_Win64_Shipping!LowLevelTasks::FTask::ExecuteTask() [J:\CustomEngine\Engine\Source\Runtime\Core\Public\Async\Fundamental\Task.h:627]
ES2_Win64_Shipping!LowLevelTasks::FScheduler::WorkerMain() [J:\CustomEngine\Engine\Source\Runtime\Core\Private\Async\Fundamental\Scheduler.cpp:397]
ES2_Win64_Shipping!UE::Core::Private::Function::TFunctionRefCaller<`LowLevelTasks::FScheduler::CreateWorker'::`2'::<lambda_1>,void __cdecl(void)>::Call() [J:\CustomEngine\Engine\Source\Runtime\Core\Public\Templates\Function.h:406]
ES2_Win64_Shipping!FThreadImpl::Run() [J:\CustomEngine\Engine\Source\Runtime\Core\Private\HAL\Thread.cpp:68]
ES2_Win64_Shipping!FRunnableThreadWin::Run() [J:\CustomEngine\Engine\Source\Runtime\Core\Private\Windows\WindowsRunnableThread.cpp:149]



DX12, third try:

Intro Screens -> Main Menu -> Continue -> Crash

LoginId:bf0c7698462fe04e69db54841c0e57b0
EpicAccountId:e7a4266988474217aa11723e19f47bbe

GPU Crash dump Triggered

ES2_Win64_Shipping!D3D12RHI::TerminateOnGPUCrash() [J:\CustomEngine\Engine\Source\Runtime\D3D12RHI\Private\D3D12Util.cpp:1049]
ES2_Win64_Shipping!D3D12RHI::VerifyD3D12Result() [J:\CustomEngine\Engine\Source\Runtime\D3D12RHI\Private\D3D12Util.cpp:1075]
ES2_Win64_Shipping!FD3D12CommandAllocator::FD3D12CommandAllocator() [J:\CustomEngine\Engine\Source\Runtime\D3D12RHI\Private\D3D12CommandList.cpp:136]
ES2_Win64_Shipping!FD3D12CommandContext::OpenCommandList() [J:\CustomEngine\Engine\Source\Runtime\D3D12RHI\Private\D3D12CommandContext.cpp:321]
ES2_Win64_Shipping!FD3D12ContextCommon::UpdateResidency() [J:\CustomEngine\Engine\Source\Runtime\D3D12RHI\Private\D3D12CommandContext.h:357]
ES2_Win64_Shipping!FD3D12ContextCommon::TransitionResource() [J:\CustomEngine\Engine\Source\Runtime\D3D12RHI\Private\D3D12CommandList.cpp:581]
ES2_Win64_Shipping!FD3D12Viewport::Present() [J:\CustomEngine\Engine\Source\Runtime\D3D12RHI\Private\D3D12Viewport.cpp:701]
ES2_Win64_Shipping!FD3D12CommandContextBase::RHIEndDrawingViewport() [J:\CustomEngine\Engine\Source\Runtime\D3D12RHI\Private\D3D12Viewport.cpp:933]
ES2_Win64_Shipping!FRHICommandListBase::Execute() [J:\CustomEngine\Engine\Source\Runtime\RHI\Private\RHICommandList.cpp:472]
ES2_Win64_Shipping!`FRHICommandListImmediate::ExecuteAndReset'::`12'::<lambda_4>::operator()() [J:\CustomEngine\Engine\Source\Runtime\RHI\Private\RHICommandList.cpp:788]
ES2_Win64_Shipping!TGraphTask<TFunctionGraphTaskImpl<void __cdecl(void),0> >::ExecuteTask() [J:\CustomEngine\Engine\Source\Runtime\Core\Public\Async\TaskGraphInterfaces.h:1236]
ES2_Win64_Shipping!FNamedTaskThread::ProcessTasksUntilQuit() [J:\CustomEngine\Engine\Source\Runtime\Core\Private\Async\TaskGraph.cpp:650]
ES2_Win64_Shipping!FRHIThread::Run() [J:\CustomEngine\Engine\Source\Runtime\RenderCore\Private\RenderingThread.cpp:331]
ES2_Win64_Shipping!FRunnableThreadWin::Run() [J:\CustomEngine\Engine\Source\Runtime\Core\Private\Windows\WindowsRunnableThread.cpp:149]
Последно редактиран от __Keeper__; 15 окт. 2024 в 4:15
Първоначално публикувано от I Am Awesome:
still crashing on my amd GPU with DX12.
Hey there, thanks for the crashlog. It is possible there are further bugs present causing more GPU crashes.

In order for us to narrow this down, could you give me some more information about which circumstances it crashes in (does it occur during game startup, map loading, gameplay, ...), and some details regarding the settings you are running.
The AMD GPU crash on Proton with dx12 enabled that is caused by video cutscenes is not affected by this change, right? Is there a fix intended, or is forced dx11 a permanent band-aid?

If it helps, the GitHub issue on vkd3d-proton #2146 talks about the issues and puts the blame on your code. It seems to be a video decoding issue.
Последно редактиран от Sulavius; 15 окт. 2024 в 10:44
I am not sure if the crashes are related to me using an amd graphics card.
After playing for like an hour the game would always crash whenever i tried to jump.
my spec :R7 5800X3D, RX 6750XT
settings: quality all epic, global illumination lumen, upscaler FSR3.1 quality, frame Generration on

LoginId:29d09a384e9cc3f90ba02c8e89f67517
EpicAccountId:f7b67d110af2405a90f0717443b6eda2

Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x0000000000000008

amd_fidelityfx_dx12
amd_fidelityfx_dx12
amd_fidelityfx_dx12
kernel32
ntdll
Първоначално публикувано от I Am Awesome:
still crashing on my amd GPU with DX12.
Първоначално публикувано от __Keeper__:
Still crashing too...
We would appreciate some extra information in order to address any further issues:
- some details on the game settings used
- when does it crash? (startup screen, loading off a specific location, during gameplay, reproduction chance)
- Does it happen with specific savegames only?
Първоначално публикувано от Sulavius:
The AMD GPU crash on Proton with dx12 enabled that is caused by video cutscenes is not affected by this change, right?
Hey, thanks for bringing this to our attention. As you probably already found out the update didn't address that. I'm hopeful I can get this fixed with the next patch / update.
Първоначално публикувано от 飘寂叶:
After playing for like an hour the game would always crash whenever i tried to jump.
Hey, thanks for the report. I suspect this issue is related to FSR3s Frame Interpolation. Please try turning Frame Interpolation off, but keep FSR3 itself enabled (restart the game afterwards), and see if it still occurs. I've had difficulties triggering this on purpose, so cannot be sure yet.
I have also recently had massive instability problems. AMD Processor, NVIDIA gpu. Switched to DX11 and no issues. Instability started after engine upgrade.
The other day, on my ASUS Strix G713PV_G713PV Notebook PC that has an AMD Ryzen 9 7945HX with Radeon Graphics and, NVIDIA GeForce 4060 GPU, If I have the graphics set to high an resolution set to high. When something big blows up like an asteroid or the like, My notebook will turn off. No warning, No message. Just instant power off. Is it possible this may be related? I think it powers off so fast it has no time to log anything.
Crashing on game load as of today, newish player of 2 weeks or so, AMD GPU, both DX11 and DX12. Completely unplayable right now.

DX12

LoginId:c0ccc02549d3859c2b54d0b668403d62

Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x0000000000000000

ES2_Win64_Shipping!UItemLib::UpdateItemWithTemplate() [J:\Jenkins\workspace\ES2WinSteamShippingCErel1.3\ES2\Source\ES2\FunctionLibraries\ItemLib.cpp:4572]
ES2_Win64_Shipping!UInventory::CreateInventoryFromState() [J:\Jenkins\workspace\ES2WinSteamShippingCErel1.3\ES2\Source\ES2\Items\Inventory.cpp:1750]
ES2_Win64_Shipping!UInventory::CreateShipDataFromState() [J:\Jenkins\workspace\ES2WinSteamShippingCErel1.3\ES2\Source\ES2\Items\Inventory.cpp:1800]
ES2_Win64_Shipping!UPlayerData::InitAfterLoad() [J:\Jenkins\workspace\ES2WinSteamShippingCErel1.3\ES2\Source\ES2\Framework\PlayerData.cpp:1516]
ES2_Win64_Shipping!UUserFunctionsLib::LoadGameOnlyToBeUsedInEmptyTransitionMap() [J:\Jenkins\workspace\ES2WinSteamShippingCErel1.3\ES2\Source\ES2\FunctionLibraries\UserFunctionsLib.cpp:592]
ES2_Win64_Shipping!UUserFunctionsLib::execLoadGameOnlyToBeUsedInEmptyTransitionMap() [J:\Jenkins\workspace\ES2WinSteamShippingCErel1.3\ES2\Intermediate\Build\Win64\ES2\Inc\ES2\UHT\UserFunctionsLib.gen.cpp:1236]
ES2_Win64_Shipping!UObject::execLetBool() [J:\CustomEngine\Engine\Source\Runtime\CoreUObject\Private\UObject\ScriptCore.cpp:2977]
ES2_Win64_Shipping!ProcessLocalScriptFunction() [J:\CustomEngine\Engine\Source\Runtime\CoreUObject\Private\UObject\ScriptCore.cpp:1206]
ES2_Win64_Shipping!ProcessScriptFunction<void (__cdecl*)(UObject *,FFrame &,void *)>() [J:\CustomEngine\Engine\Source\Runtime\CoreUObject\Private\UObject\ScriptCore.cpp:1039]
ES2_Win64_Shipping!UObject::execLocalFinalFunction() [J:\CustomEngine\Engine\Source\Runtime\CoreUObject\Private\UObject\ScriptCore.cpp:3220]
ES2_Win64_Shipping!ProcessLocalScriptFunction() [J:\CustomEngine\Engine\Source\Runtime\CoreUObject\Private\UObject\ScriptCore.cpp:1206]
ES2_Win64_Shipping!UObject::ProcessInternal() [J:\CustomEngine\Engine\Source\Runtime\CoreUObject\Private\UObject\ScriptCore.cpp:1304]
ES2_Win64_Shipping!UFunction::Invoke() [J:\CustomEngine\Engine\Source\Runtime\CoreUObject\Private\UObject\Class.cpp:6848]
ES2_Win64_Shipping!UObject::ProcessEvent() [J:\CustomEngine\Engine\Source\Runtime\CoreUObject\Private\UObject\ScriptCore.cpp:2144]
ES2_Win64_Shipping!AActor::ProcessEvent() [J:\CustomEngine\Engine\Source\Runtime\Engine\Private\Actor.cpp:1095]
ES2_Win64_Shipping!AActor::BeginPlay() [J:\CustomEngine\Engine\Source\Runtime\Engine\Private\Actor.cpp:4253]
ES2_Win64_Shipping!AActor::DispatchBeginPlay() [J:\CustomEngine\Engine\Source\Runtime\Engine\Private\Actor.cpp:4194]
ES2_Win64_Shipping!AWorldSettings::NotifyBeginPlay() [J:\CustomEngine\Engine\Source\Runtime\Engine\Private\WorldSettings.cpp:301]
ES2_Win64_Shipping!AESWorldSettings::NotifyBeginPlay() [J:\Jenkins\workspace\ES2WinSteamShippingCErel1.3\ES2\Source\ES2\Framework\ESWorldSettings.cpp:18]
ES2_Win64_Shipping!AGameMode::HandleMatchHasStarted() [J:\CustomEngine\Engine\Source\Runtime\Engine\Private\GameMode.cpp:224]
ES2_Win64_Shipping!AGameMode::SetMatchState() [J:\CustomEngine\Engine\Source\Runtime\Engine\Private\GameMode.cpp:341]
ES2_Win64_Shipping!UWorld::BeginPlay() [J:\CustomEngine\Engine\Source\Runtime\Engine\Private\World.cpp:5333]
ES2_Win64_Shipping!UEngine::LoadMap() [J:\CustomEngine\Engine\Source\Runtime\Engine\Private\UnrealEngine.cpp:15532]
ES2_Win64_Shipping!UEngine::Browse() [J:\CustomEngine\Engine\Source\Runtime\Engine\Private\UnrealEngine.cpp:14670]
ES2_Win64_Shipping!UEngine::TickWorldTravel() [J:\CustomEngine\Engine\Source\Runtime\Engine\Private\UnrealEngine.cpp:14868]
ES2_Win64_Shipping!UGameEngine::Tick() [J:\CustomEngine\Engine\Source\Runtime\Engine\Private\GameEngine.cpp:1777]
ES2_Win64_Shipping!FEngineLoop::Tick() [J:\CustomEngine\Engine\Source\Runtime\Launch\Private\LaunchEngineLoop.cpp:5921]
ES2_Win64_Shipping!GuardedMain() [J:\CustomEngine\Engine\Source\Runtime\Launch\Private\Launch.cpp:180]
ES2_Win64_Shipping!GuardedMainWrapper() [J:\CustomEngine\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:118]
ES2_Win64_Shipping!LaunchWindowsStartup() [J:\CustomEngine\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:258]
ES2_Win64_Shipping!WinMain() [J:\CustomEngine\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:299]
ES2_Win64_Shipping!__scrt_common_main_seh() [D:\a\_work\1\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl:288]
kernel32
ntdll

DX11

LoginId:c0ccc02549d3859c2b54d0b668403d62

Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x0000000000000000

ES2_Win64_Shipping!UItemLib::UpdateItemWithTemplate() [J:\Jenkins\workspace\ES2WinSteamShippingCErel1.3\ES2\Source\ES2\FunctionLibraries\ItemLib.cpp:4572]
ES2_Win64_Shipping!UInventory::CreateInventoryFromState() [J:\Jenkins\workspace\ES2WinSteamShippingCErel1.3\ES2\Source\ES2\Items\Inventory.cpp:1750]
ES2_Win64_Shipping!UInventory::CreateShipDataFromState() [J:\Jenkins\workspace\ES2WinSteamShippingCErel1.3\ES2\Source\ES2\Items\Inventory.cpp:1800]
ES2_Win64_Shipping!UPlayerData::InitAfterLoad() [J:\Jenkins\workspace\ES2WinSteamShippingCErel1.3\ES2\Source\ES2\Framework\PlayerData.cpp:1516]
ES2_Win64_Shipping!UUserFunctionsLib::LoadGameOnlyToBeUsedInEmptyTransitionMap() [J:\Jenkins\workspace\ES2WinSteamShippingCErel1.3\ES2\Source\ES2\FunctionLibraries\UserFunctionsLib.cpp:592]
ES2_Win64_Shipping!UUserFunctionsLib::execLoadGameOnlyToBeUsedInEmptyTransitionMap() [J:\Jenkins\workspace\ES2WinSteamShippingCErel1.3\ES2\Intermediate\Build\Win64\ES2\Inc\ES2\UHT\UserFunctionsLib.gen.cpp:1236]
ES2_Win64_Shipping!UObject::execLetBool() [J:\CustomEngine\Engine\Source\Runtime\CoreUObject\Private\UObject\ScriptCore.cpp:2977]
ES2_Win64_Shipping!ProcessLocalScriptFunction() [J:\CustomEngine\Engine\Source\Runtime\CoreUObject\Private\UObject\ScriptCore.cpp:1206]
ES2_Win64_Shipping!ProcessScriptFunction<void (__cdecl*)(UObject *,FFrame &,void *)>() [J:\CustomEngine\Engine\Source\Runtime\CoreUObject\Private\UObject\ScriptCore.cpp:1039]
ES2_Win64_Shipping!UObject::execLocalFinalFunction() [J:\CustomEngine\Engine\Source\Runtime\CoreUObject\Private\UObject\ScriptCore.cpp:3220]
ES2_Win64_Shipping!ProcessLocalScriptFunction() [J:\CustomEngine\Engine\Source\Runtime\CoreUObject\Private\UObject\ScriptCore.cpp:1206]
ES2_Win64_Shipping!UObject::ProcessInternal() [J:\CustomEngine\Engine\Source\Runtime\CoreUObject\Private\UObject\ScriptCore.cpp:1304]
ES2_Win64_Shipping!UFunction::Invoke() [J:\CustomEngine\Engine\Source\Runtime\CoreUObject\Private\UObject\Class.cpp:6848]
ES2_Win64_Shipping!UObject::ProcessEvent() [J:\CustomEngine\Engine\Source\Runtime\CoreUObject\Private\UObject\ScriptCore.cpp:2144]
ES2_Win64_Shipping!AActor::ProcessEvent() [J:\CustomEngine\Engine\Source\Runtime\Engine\Private\Actor.cpp:1095]
ES2_Win64_Shipping!AActor::BeginPlay() [J:\CustomEngine\Engine\Source\Runtime\Engine\Private\Actor.cpp:4253]
ES2_Win64_Shipping!AActor::DispatchBeginPlay() [J:\CustomEngine\Engine\Source\Runtime\Engine\Private\Actor.cpp:4194]
ES2_Win64_Shipping!AWorldSettings::NotifyBeginPlay() [J:\CustomEngine\Engine\Source\Runtime\Engine\Private\WorldSettings.cpp:301]
ES2_Win64_Shipping!AESWorldSettings::NotifyBeginPlay() [J:\Jenkins\workspace\ES2WinSteamShippingCErel1.3\ES2\Source\ES2\Framework\ESWorldSettings.cpp:18]
ES2_Win64_Shipping!AGameMode::HandleMatchHasStarted() [J:\CustomEngine\Engine\Source\Runtime\Engine\Private\GameMode.cpp:224]
ES2_Win64_Shipping!AGameMode::SetMatchState() [J:\CustomEngine\Engine\Source\Runtime\Engine\Private\GameMode.cpp:341]
ES2_Win64_Shipping!UWorld::BeginPlay() [J:\CustomEngine\Engine\Source\Runtime\Engine\Private\World.cpp:5333]
ES2_Win64_Shipping!UEngine::LoadMap() [J:\CustomEngine\Engine\Source\Runtime\Engine\Private\UnrealEngine.cpp:15532]
ES2_Win64_Shipping!UEngine::Browse() [J:\CustomEngine\Engine\Source\Runtime\Engine\Private\UnrealEngine.cpp:14670]
ES2_Win64_Shipping!UEngine::TickWorldTravel() [J:\CustomEngine\Engine\Source\Runtime\Engine\Private\UnrealEngine.cpp:14868]
ES2_Win64_Shipping!UGameEngine::Tick() [J:\CustomEngine\Engine\Source\Runtime\Engine\Private\GameEngine.cpp:1777]
ES2_Win64_Shipping!FEngineLoop::Tick() [J:\CustomEngine\Engine\Source\Runtime\Launch\Private\LaunchEngineLoop.cpp:5921]
ES2_Win64_Shipping!GuardedMain() [J:\CustomEngine\Engine\Source\Runtime\Launch\Private\Launch.cpp:180]
ES2_Win64_Shipping!GuardedMainWrapper() [J:\CustomEngine\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:118]
ES2_Win64_Shipping!LaunchWindowsStartup() [J:\CustomEngine\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:258]
ES2_Win64_Shipping!WinMain() [J:\CustomEngine\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:299]
ES2_Win64_Shipping!__scrt_common_main_seh() [D:\a\_work\1\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl:288]
kernel32
ntdll
Първоначално публикувано от Elder Whale:
Crashing on game load as of today, newish player of 2 weeks or so, AMD GPU, both DX11 and DX12. Completely unplayable right now.

DX12

LoginId:c0ccc02549d3859c2b54d0b668403d62

Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x0000000000000000

ES2_Win64_Shipping!UItemLib::UpdateItemWithTemplate() [J:\Jenkins\workspace\ES2WinSteamShippingCErel1.3\ES2\Source\ES2\FunctionLibraries\ItemLib.cpp:4572]
ES2_Win64_Shipping!UInventory::CreateInventoryFromState() [J:\Jenkins\workspace\ES2WinSteamShippingCErel1.3\ES2\Source\ES2\Items\Inventory.cpp:1750]
ES2_Win64_Shipping!UInventory::CreateShipDataFromState() [J:\Jenkins\workspace\ES2WinSteamShippingCErel1.3\ES2\Source\ES2\Items\Inventory.cpp:1800]
ES2_Win64_Shipping!UPlayerData::InitAfterLoad() [J:\Jenkins\workspace\ES2WinSteamShippingCErel1.3\ES2\Source\ES2\Framework\PlayerData.cpp:1516]
ES2_Win64_Shipping!UUserFunctionsLib::LoadGameOnlyToBeUsedInEmptyTransitionMap() [J:\Jenkins\workspace\ES2WinSteamShippingCErel1.3\ES2\Source\ES2\FunctionLibraries\UserFunctionsLib.cpp:592]
ES2_Win64_Shipping!UUserFunctionsLib::execLoadGameOnlyToBeUsedInEmptyTransitionMap() [J:\Jenkins\workspace\ES2WinSteamShippingCErel1.3\ES2\Intermediate\Build\Win64\ES2\Inc\ES2\UHT\UserFunctionsLib.gen.cpp:1236]
ES2_Win64_Shipping!UObject::execLetBool() [J:\CustomEngine\Engine\Source\Runtime\CoreUObject\Private\UObject\ScriptCore.cpp:2977]
ES2_Win64_Shipping!ProcessLocalScriptFunction() [J:\CustomEngine\Engine\Source\Runtime\CoreUObject\Private\UObject\ScriptCore.cpp:1206]
ES2_Win64_Shipping!ProcessScriptFunction<void (__cdecl*)(UObject *,FFrame &,void *)>() [J:\CustomEngine\Engine\Source\Runtime\CoreUObject\Private\UObject\ScriptCore.cpp:1039]
ES2_Win64_Shipping!UObject::execLocalFinalFunction() [J:\CustomEngine\Engine\Source\Runtime\CoreUObject\Private\UObject\ScriptCore.cpp:3220]
ES2_Win64_Shipping!ProcessLocalScriptFunction() [J:\CustomEngine\Engine\Source\Runtime\CoreUObject\Private\UObject\ScriptCore.cpp:1206]
ES2_Win64_Shipping!UObject::ProcessInternal() [J:\CustomEngine\Engine\Source\Runtime\CoreUObject\Private\UObject\ScriptCore.cpp:1304]
ES2_Win64_Shipping!UFunction::Invoke() [J:\CustomEngine\Engine\Source\Runtime\CoreUObject\Private\UObject\Class.cpp:6848]
ES2_Win64_Shipping!UObject::ProcessEvent() [J:\CustomEngine\Engine\Source\Runtime\CoreUObject\Private\UObject\ScriptCore.cpp:2144]
ES2_Win64_Shipping!AActor::ProcessEvent() [J:\CustomEngine\Engine\Source\Runtime\Engine\Private\Actor.cpp:1095]
ES2_Win64_Shipping!AActor::BeginPlay() [J:\CustomEngine\Engine\Source\Runtime\Engine\Private\Actor.cpp:4253]
ES2_Win64_Shipping!AActor::DispatchBeginPlay() [J:\CustomEngine\Engine\Source\Runtime\Engine\Private\Actor.cpp:4194]
ES2_Win64_Shipping!AWorldSettings::NotifyBeginPlay() [J:\CustomEngine\Engine\Source\Runtime\Engine\Private\WorldSettings.cpp:301]
ES2_Win64_Shipping!AESWorldSettings::NotifyBeginPlay() [J:\Jenkins\workspace\ES2WinSteamShippingCErel1.3\ES2\Source\ES2\Framework\ESWorldSettings.cpp:18]
ES2_Win64_Shipping!AGameMode::HandleMatchHasStarted() [J:\CustomEngine\Engine\Source\Runtime\Engine\Private\GameMode.cpp:224]
ES2_Win64_Shipping!AGameMode::SetMatchState() [J:\CustomEngine\Engine\Source\Runtime\Engine\Private\GameMode.cpp:341]
ES2_Win64_Shipping!UWorld::BeginPlay() [J:\CustomEngine\Engine\Source\Runtime\Engine\Private\World.cpp:5333]
ES2_Win64_Shipping!UEngine::LoadMap() [J:\CustomEngine\Engine\Source\Runtime\Engine\Private\UnrealEngine.cpp:15532]
ES2_Win64_Shipping!UEngine::Browse() [J:\CustomEngine\Engine\Source\Runtime\Engine\Private\UnrealEngine.cpp:14670]
ES2_Win64_Shipping!UEngine::TickWorldTravel() [J:\CustomEngine\Engine\Source\Runtime\Engine\Private\UnrealEngine.cpp:14868]
ES2_Win64_Shipping!UGameEngine::Tick() [J:\CustomEngine\Engine\Source\Runtime\Engine\Private\GameEngine.cpp:1777]
ES2_Win64_Shipping!FEngineLoop::Tick() [J:\CustomEngine\Engine\Source\Runtime\Launch\Private\LaunchEngineLoop.cpp:5921]
ES2_Win64_Shipping!GuardedMain() [J:\CustomEngine\Engine\Source\Runtime\Launch\Private\Launch.cpp:180]
ES2_Win64_Shipping!GuardedMainWrapper() [J:\CustomEngine\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:118]
ES2_Win64_Shipping!LaunchWindowsStartup() [J:\CustomEngine\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:258]
ES2_Win64_Shipping!WinMain() [J:\CustomEngine\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:299]
ES2_Win64_Shipping!__scrt_common_main_seh() [D:\a\_work\1\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl:288]
kernel32
ntdll

DX11

LoginId:c0ccc02549d3859c2b54d0b668403d62

Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x0000000000000000

ES2_Win64_Shipping!UItemLib::UpdateItemWithTemplate() [J:\Jenkins\workspace\ES2WinSteamShippingCErel1.3\ES2\Source\ES2\FunctionLibraries\ItemLib.cpp:4572]
ES2_Win64_Shipping!UInventory::CreateInventoryFromState() [J:\Jenkins\workspace\ES2WinSteamShippingCErel1.3\ES2\Source\ES2\Items\Inventory.cpp:1750]
ES2_Win64_Shipping!UInventory::CreateShipDataFromState() [J:\Jenkins\workspace\ES2WinSteamShippingCErel1.3\ES2\Source\ES2\Items\Inventory.cpp:1800]
ES2_Win64_Shipping!UPlayerData::InitAfterLoad() [J:\Jenkins\workspace\ES2WinSteamShippingCErel1.3\ES2\Source\ES2\Framework\PlayerData.cpp:1516]
ES2_Win64_Shipping!UUserFunctionsLib::LoadGameOnlyToBeUsedInEmptyTransitionMap() [J:\Jenkins\workspace\ES2WinSteamShippingCErel1.3\ES2\Source\ES2\FunctionLibraries\UserFunctionsLib.cpp:592]
ES2_Win64_Shipping!UUserFunctionsLib::execLoadGameOnlyToBeUsedInEmptyTransitionMap() [J:\Jenkins\workspace\ES2WinSteamShippingCErel1.3\ES2\Intermediate\Build\Win64\ES2\Inc\ES2\UHT\UserFunctionsLib.gen.cpp:1236]
ES2_Win64_Shipping!UObject::execLetBool() [J:\CustomEngine\Engine\Source\Runtime\CoreUObject\Private\UObject\ScriptCore.cpp:2977]
ES2_Win64_Shipping!ProcessLocalScriptFunction() [J:\CustomEngine\Engine\Source\Runtime\CoreUObject\Private\UObject\ScriptCore.cpp:1206]
ES2_Win64_Shipping!ProcessScriptFunction<void (__cdecl*)(UObject *,FFrame &,void *)>() [J:\CustomEngine\Engine\Source\Runtime\CoreUObject\Private\UObject\ScriptCore.cpp:1039]
ES2_Win64_Shipping!UObject::execLocalFinalFunction() [J:\CustomEngine\Engine\Source\Runtime\CoreUObject\Private\UObject\ScriptCore.cpp:3220]
ES2_Win64_Shipping!ProcessLocalScriptFunction() [J:\CustomEngine\Engine\Source\Runtime\CoreUObject\Private\UObject\ScriptCore.cpp:1206]
ES2_Win64_Shipping!UObject::ProcessInternal() [J:\CustomEngine\Engine\Source\Runtime\CoreUObject\Private\UObject\ScriptCore.cpp:1304]
ES2_Win64_Shipping!UFunction::Invoke() [J:\CustomEngine\Engine\Source\Runtime\CoreUObject\Private\UObject\Class.cpp:6848]
ES2_Win64_Shipping!UObject::ProcessEvent() [J:\CustomEngine\Engine\Source\Runtime\CoreUObject\Private\UObject\ScriptCore.cpp:2144]
ES2_Win64_Shipping!AActor::ProcessEvent() [J:\CustomEngine\Engine\Source\Runtime\Engine\Private\Actor.cpp:1095]
ES2_Win64_Shipping!AActor::BeginPlay() [J:\CustomEngine\Engine\Source\Runtime\Engine\Private\Actor.cpp:4253]
ES2_Win64_Shipping!AActor::DispatchBeginPlay() [J:\CustomEngine\Engine\Source\Runtime\Engine\Private\Actor.cpp:4194]
ES2_Win64_Shipping!AWorldSettings::NotifyBeginPlay() [J:\CustomEngine\Engine\Source\Runtime\Engine\Private\WorldSettings.cpp:301]
ES2_Win64_Shipping!AESWorldSettings::NotifyBeginPlay() [J:\Jenkins\workspace\ES2WinSteamShippingCErel1.3\ES2\Source\ES2\Framework\ESWorldSettings.cpp:18]
ES2_Win64_Shipping!AGameMode::HandleMatchHasStarted() [J:\CustomEngine\Engine\Source\Runtime\Engine\Private\GameMode.cpp:224]
ES2_Win64_Shipping!AGameMode::SetMatchState() [J:\CustomEngine\Engine\Source\Runtime\Engine\Private\GameMode.cpp:341]
ES2_Win64_Shipping!UWorld::BeginPlay() [J:\CustomEngine\Engine\Source\Runtime\Engine\Private\World.cpp:5333]
ES2_Win64_Shipping!UEngine::LoadMap() [J:\CustomEngine\Engine\Source\Runtime\Engine\Private\UnrealEngine.cpp:15532]
ES2_Win64_Shipping!UEngine::Browse() [J:\CustomEngine\Engine\Source\Runtime\Engine\Private\UnrealEngine.cpp:14670]
ES2_Win64_Shipping!UEngine::TickWorldTravel() [J:\CustomEngine\Engine\Source\Runtime\Engine\Private\UnrealEngine.cpp:14868]
ES2_Win64_Shipping!UGameEngine::Tick() [J:\CustomEngine\Engine\Source\Runtime\Engine\Private\GameEngine.cpp:1777]
ES2_Win64_Shipping!FEngineLoop::Tick() [J:\CustomEngine\Engine\Source\Runtime\Launch\Private\LaunchEngineLoop.cpp:5921]
ES2_Win64_Shipping!GuardedMain() [J:\CustomEngine\Engine\Source\Runtime\Launch\Private\Launch.cpp:180]
ES2_Win64_Shipping!GuardedMainWrapper() [J:\CustomEngine\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:118]
ES2_Win64_Shipping!LaunchWindowsStartup() [J:\CustomEngine\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:258]
ES2_Win64_Shipping!WinMain() [J:\CustomEngine\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:299]
ES2_Win64_Shipping!__scrt_common_main_seh() [D:\a\_work\1\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl:288]
kernel32
ntdll


Ok, so I was able to load my last manual save, as opposed to auto-saves or checkpoints (which all immediately crash), so I only lost about an hour.

That's super frustrating, but not as frustrating as losing all 36 hours on the save, which would have made me quit. Lesson learned, don't depend on autosaves.
Geekbyte  [разработчик] 27 ноем. 2024 в 7:07 
Първоначално публикувано от Elder Whale:
Първоначално публикувано от Elder Whale:
Crashing on game load as of today, newish player of 2 weeks or so, AMD GPU, both DX11 and DX12. Completely unplayable right now.

DX12

LoginId:c0ccc02549d3859c2b54d0b668403d62

Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x0000000000000000

ES2_Win64_Shipping!UItemLib::UpdateItemWithTemplate() [J:\Jenkins\workspace\ES2WinSteamShippingCErel1.3\ES2\Source\ES2\FunctionLibraries\ItemLib.cpp:4572]
ES2_Win64_Shipping!UInventory::CreateInventoryFromState() [J:\Jenkins\workspace\ES2WinSteamShippingCErel1.3\ES2\Source\ES2\Items\Inventory.cpp:1750]
ES2_Win64_Shipping!UInventory::CreateShipDataFromState() [J:\Jenkins\workspace\ES2WinSteamShippingCErel1.3\ES2\Source\ES2\Items\Inventory.cpp:1800]
ES2_Win64_Shipping!UPlayerData::InitAfterLoad() [J:\Jenkins\workspace\ES2WinSteamShippingCErel1.3\ES2\Source\ES2\Framework\PlayerData.cpp:1516]
ES2_Win64_Shipping!UUserFunctionsLib::LoadGameOnlyToBeUsedInEmptyTransitionMap() [J:\Jenkins\workspace\ES2WinSteamShippingCErel1.3\ES2\Source\ES2\FunctionLibraries\UserFunctionsLib.cpp:592]
ES2_Win64_Shipping!UUserFunctionsLib::execLoadGameOnlyToBeUsedInEmptyTransitionMap() [J:\Jenkins\workspace\ES2WinSteamShippingCErel1.3\ES2\Intermediate\Build\Win64\ES2\Inc\ES2\UHT\UserFunctionsLib.gen.cpp:1236]
ES2_Win64_Shipping!UObject::execLetBool() [J:\CustomEngine\Engine\Source\Runtime\CoreUObject\Private\UObject\ScriptCore.cpp:2977]
ES2_Win64_Shipping!ProcessLocalScriptFunction() [J:\CustomEngine\Engine\Source\Runtime\CoreUObject\Private\UObject\ScriptCore.cpp:1206]
ES2_Win64_Shipping!ProcessScriptFunction<void (__cdecl*)(UObject *,FFrame &,void *)>() [J:\CustomEngine\Engine\Source\Runtime\CoreUObject\Private\UObject\ScriptCore.cpp:1039]
ES2_Win64_Shipping!UObject::execLocalFinalFunction() [J:\CustomEngine\Engine\Source\Runtime\CoreUObject\Private\UObject\ScriptCore.cpp:3220]
ES2_Win64_Shipping!ProcessLocalScriptFunction() [J:\CustomEngine\Engine\Source\Runtime\CoreUObject\Private\UObject\ScriptCore.cpp:1206]
ES2_Win64_Shipping!UObject::ProcessInternal() [J:\CustomEngine\Engine\Source\Runtime\CoreUObject\Private\UObject\ScriptCore.cpp:1304]
ES2_Win64_Shipping!UFunction::Invoke() [J:\CustomEngine\Engine\Source\Runtime\CoreUObject\Private\UObject\Class.cpp:6848]
ES2_Win64_Shipping!UObject::ProcessEvent() [J:\CustomEngine\Engine\Source\Runtime\CoreUObject\Private\UObject\ScriptCore.cpp:2144]
ES2_Win64_Shipping!AActor::ProcessEvent() [J:\CustomEngine\Engine\Source\Runtime\Engine\Private\Actor.cpp:1095]
ES2_Win64_Shipping!AActor::BeginPlay() [J:\CustomEngine\Engine\Source\Runtime\Engine\Private\Actor.cpp:4253]
ES2_Win64_Shipping!AActor::DispatchBeginPlay() [J:\CustomEngine\Engine\Source\Runtime\Engine\Private\Actor.cpp:4194]
ES2_Win64_Shipping!AWorldSettings::NotifyBeginPlay() [J:\CustomEngine\Engine\Source\Runtime\Engine\Private\WorldSettings.cpp:301]
ES2_Win64_Shipping!AESWorldSettings::NotifyBeginPlay() [J:\Jenkins\workspace\ES2WinSteamShippingCErel1.3\ES2\Source\ES2\Framework\ESWorldSettings.cpp:18]
ES2_Win64_Shipping!AGameMode::HandleMatchHasStarted() [J:\CustomEngine\Engine\Source\Runtime\Engine\Private\GameMode.cpp:224]
ES2_Win64_Shipping!AGameMode::SetMatchState() [J:\CustomEngine\Engine\Source\Runtime\Engine\Private\GameMode.cpp:341]
ES2_Win64_Shipping!UWorld::BeginPlay() [J:\CustomEngine\Engine\Source\Runtime\Engine\Private\World.cpp:5333]
ES2_Win64_Shipping!UEngine::LoadMap() [J:\CustomEngine\Engine\Source\Runtime\Engine\Private\UnrealEngine.cpp:15532]
ES2_Win64_Shipping!UEngine::Browse() [J:\CustomEngine\Engine\Source\Runtime\Engine\Private\UnrealEngine.cpp:14670]
ES2_Win64_Shipping!UEngine::TickWorldTravel() [J:\CustomEngine\Engine\Source\Runtime\Engine\Private\UnrealEngine.cpp:14868]
ES2_Win64_Shipping!UGameEngine::Tick() [J:\CustomEngine\Engine\Source\Runtime\Engine\Private\GameEngine.cpp:1777]
ES2_Win64_Shipping!FEngineLoop::Tick() [J:\CustomEngine\Engine\Source\Runtime\Launch\Private\LaunchEngineLoop.cpp:5921]
ES2_Win64_Shipping!GuardedMain() [J:\CustomEngine\Engine\Source\Runtime\Launch\Private\Launch.cpp:180]
ES2_Win64_Shipping!GuardedMainWrapper() [J:\CustomEngine\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:118]
ES2_Win64_Shipping!LaunchWindowsStartup() [J:\CustomEngine\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:258]
ES2_Win64_Shipping!WinMain() [J:\CustomEngine\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:299]
ES2_Win64_Shipping!__scrt_common_main_seh() [D:\a\_work\1\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl:288]
kernel32
ntdll

DX11

LoginId:c0ccc02549d3859c2b54d0b668403d62

Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x0000000000000000

ES2_Win64_Shipping!UItemLib::UpdateItemWithTemplate() [J:\Jenkins\workspace\ES2WinSteamShippingCErel1.3\ES2\Source\ES2\FunctionLibraries\ItemLib.cpp:4572]
ES2_Win64_Shipping!UInventory::CreateInventoryFromState() [J:\Jenkins\workspace\ES2WinSteamShippingCErel1.3\ES2\Source\ES2\Items\Inventory.cpp:1750]
ES2_Win64_Shipping!UInventory::CreateShipDataFromState() [J:\Jenkins\workspace\ES2WinSteamShippingCErel1.3\ES2\Source\ES2\Items\Inventory.cpp:1800]
ES2_Win64_Shipping!UPlayerData::InitAfterLoad() [J:\Jenkins\workspace\ES2WinSteamShippingCErel1.3\ES2\Source\ES2\Framework\PlayerData.cpp:1516]
ES2_Win64_Shipping!UUserFunctionsLib::LoadGameOnlyToBeUsedInEmptyTransitionMap() [J:\Jenkins\workspace\ES2WinSteamShippingCErel1.3\ES2\Source\ES2\FunctionLibraries\UserFunctionsLib.cpp:592]
ES2_Win64_Shipping!UUserFunctionsLib::execLoadGameOnlyToBeUsedInEmptyTransitionMap() [J:\Jenkins\workspace\ES2WinSteamShippingCErel1.3\ES2\Intermediate\Build\Win64\ES2\Inc\ES2\UHT\UserFunctionsLib.gen.cpp:1236]
ES2_Win64_Shipping!UObject::execLetBool() [J:\CustomEngine\Engine\Source\Runtime\CoreUObject\Private\UObject\ScriptCore.cpp:2977]
ES2_Win64_Shipping!ProcessLocalScriptFunction() [J:\CustomEngine\Engine\Source\Runtime\CoreUObject\Private\UObject\ScriptCore.cpp:1206]
ES2_Win64_Shipping!ProcessScriptFunction<void (__cdecl*)(UObject *,FFrame &,void *)>() [J:\CustomEngine\Engine\Source\Runtime\CoreUObject\Private\UObject\ScriptCore.cpp:1039]
ES2_Win64_Shipping!UObject::execLocalFinalFunction() [J:\CustomEngine\Engine\Source\Runtime\CoreUObject\Private\UObject\ScriptCore.cpp:3220]
ES2_Win64_Shipping!ProcessLocalScriptFunction() [J:\CustomEngine\Engine\Source\Runtime\CoreUObject\Private\UObject\ScriptCore.cpp:1206]
ES2_Win64_Shipping!UObject::ProcessInternal() [J:\CustomEngine\Engine\Source\Runtime\CoreUObject\Private\UObject\ScriptCore.cpp:1304]
ES2_Win64_Shipping!UFunction::Invoke() [J:\CustomEngine\Engine\Source\Runtime\CoreUObject\Private\UObject\Class.cpp:6848]
ES2_Win64_Shipping!UObject::ProcessEvent() [J:\CustomEngine\Engine\Source\Runtime\CoreUObject\Private\UObject\ScriptCore.cpp:2144]
ES2_Win64_Shipping!AActor::ProcessEvent() [J:\CustomEngine\Engine\Source\Runtime\Engine\Private\Actor.cpp:1095]
ES2_Win64_Shipping!AActor::BeginPlay() [J:\CustomEngine\Engine\Source\Runtime\Engine\Private\Actor.cpp:4253]
ES2_Win64_Shipping!AActor::DispatchBeginPlay() [J:\CustomEngine\Engine\Source\Runtime\Engine\Private\Actor.cpp:4194]
ES2_Win64_Shipping!AWorldSettings::NotifyBeginPlay() [J:\CustomEngine\Engine\Source\Runtime\Engine\Private\WorldSettings.cpp:301]
ES2_Win64_Shipping!AESWorldSettings::NotifyBeginPlay() [J:\Jenkins\workspace\ES2WinSteamShippingCErel1.3\ES2\Source\ES2\Framework\ESWorldSettings.cpp:18]
ES2_Win64_Shipping!AGameMode::HandleMatchHasStarted() [J:\CustomEngine\Engine\Source\Runtime\Engine\Private\GameMode.cpp:224]
ES2_Win64_Shipping!AGameMode::SetMatchState() [J:\CustomEngine\Engine\Source\Runtime\Engine\Private\GameMode.cpp:341]
ES2_Win64_Shipping!UWorld::BeginPlay() [J:\CustomEngine\Engine\Source\Runtime\Engine\Private\World.cpp:5333]
ES2_Win64_Shipping!UEngine::LoadMap() [J:\CustomEngine\Engine\Source\Runtime\Engine\Private\UnrealEngine.cpp:15532]
ES2_Win64_Shipping!UEngine::Browse() [J:\CustomEngine\Engine\Source\Runtime\Engine\Private\UnrealEngine.cpp:14670]
ES2_Win64_Shipping!UEngine::TickWorldTravel() [J:\CustomEngine\Engine\Source\Runtime\Engine\Private\UnrealEngine.cpp:14868]
ES2_Win64_Shipping!UGameEngine::Tick() [J:\CustomEngine\Engine\Source\Runtime\Engine\Private\GameEngine.cpp:1777]
ES2_Win64_Shipping!FEngineLoop::Tick() [J:\CustomEngine\Engine\Source\Runtime\Launch\Private\LaunchEngineLoop.cpp:5921]
ES2_Win64_Shipping!GuardedMain() [J:\CustomEngine\Engine\Source\Runtime\Launch\Private\Launch.cpp:180]
ES2_Win64_Shipping!GuardedMainWrapper() [J:\CustomEngine\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:118]
ES2_Win64_Shipping!LaunchWindowsStartup() [J:\CustomEngine\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:258]
ES2_Win64_Shipping!WinMain() [J:\CustomEngine\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:299]
ES2_Win64_Shipping!__scrt_common_main_seh() [D:\a\_work\1\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl:288]
kernel32
ntdll


Ok, so I was able to load my last manual save, as opposed to auto-saves or checkpoints (which all immediately crash), so I only lost about an hour.

That's super frustrating, but not as frustrating as losing all 36 hours on the save, which would have made me quit. Lesson learned, don't depend on autosaves.

Thanks for the crash logs.

If you get further crashes can you open up a thread in the Technical Issues forum so that your information doesn't get lost in this patch thread. https://gtm.steamproxy.vip/app/1128920/discussions/6/
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