#Civilian Management Crashing Global Thread

1 messages ยท Page 1 of 1 (latest)

hallow moss
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LoginId:064410b54e46d87d99fae7b517392492
EpicAccountId:923a1b4bd0af444b843471031c7aab83

LowLevelFatalError [File:D:\build++UE5\Sync\Engine\Source\Runtime\PakFile\Private\IPlatformFilePak.cpp] [Line: 3567] IAsyncReadRequests must not be deleted until they are completed.

CepheusProtocol_Win64_Shipping!FPakProcessedReadRequest::vector deleting destructor'() CepheusProtocol_Win64_Shipping!TIndirectArray<TChunkedArray<FFileSystemBatchReadRequest,16384,TSizedDefaultAllocator<32> >::FChunk,TSizedDefaultAllocator<32> >::Empty() CepheusProtocol_Win64_Shipping!FFileSystemBatchRequest::vector deleting destructor'()
CepheusProtocol_Win64_Shipping!FBulkDataRequest::operator=()
CepheusProtocol_Win64_Shipping!FSkeletalMeshStreamIn_IO::ClearIORequest()
CepheusProtocol_Win64_Shipping!<lambda_7abe2c7401926b46b93d090bc0a169a7>::operator()()
CepheusProtocol_Win64_Shipping!TRenderAssetUpdate<FSkelMeshUpdateContext>::TickInternal()
CepheusProtocol_Win64_Shipping!FAutoDeleteAsyncTaskFRenderAssetUpdate::FMipUpdateTask::DoWork()
CepheusProtocol_Win64_Shipping!<lambda_2cfb882046ba83e24f4606b279dfb220>::operator()()
CepheusProtocol_Win64_Shipping!LowLevelTasks::TTaskDelegate<LowLevelTasks::FTask * __ptr64 __cdecl(bool),48>::TTaskDelegateImpl<<lambda_2cfb882046ba83e24f4606b279dfb220>,0>::CallAndMove()
CepheusProtocol_Win64_Shipping!LowLevelTasks::FTask::ExecuteTask()
CepheusProtocol_Win64_Shipping!LowLevelTasks::FScheduler::TryExecuteTaskFrom<&LowLevelTasks::TLocalQueueRegistry<1024>::TLocalQueue::DequeueGlobal,0>()
CepheusProtocol_Win64_Shipping!LowLevelTasks::FScheduler::WorkerMain()
CepheusProtocol_Win64_Shipping!LowLevelTasks::FScheduler::BusyWaitInternal()
CepheusProtocol_Win64_Shipping!FThreadImpl::Run()
CepheusProtocol_Win64_Shipping!FRunnableThreadWin::Run()

young niche
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+1 same error

rotund juniper
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+1 same error

frigid bolt
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+1 same error

sick hare
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We will be investigating this monday

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We need exact details when exactly causes this crash?

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Move orders etc?

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@rotund juniper @frigid bolt @young niche

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@hallow moss

rotund juniper
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I noticed it seem to occur when I was expanding out into the mainland - one crash in particular, I noticed it happened just as some hostile civilians spawned. They attacked a garrison tent and then my game crashed. Other than that, I haven't noticed a pattern. I can provide a save if that will assist.

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The only unit I had ordered to move was a capture truck, and an engineer at the time

sick hare
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#1091838194879844452 message

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Something about a delgate/mesh for a character

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Anything you can to help nail this down for Monday would be greatly appreciated

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I think it's the preview meshes

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The ones that get placed when you do a move order

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Then auto delete a few seconds later

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In Unreal Engine 5.1 it started acting funny we thought we had fixed it but clearly not

rotund juniper
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Gotcha, I'll try moving different units and seeing if that causes the issue

rotund juniper
# sick hare I think it's the preview meshes

Well, seems like that certainly is related - I tried moving the sparrow, and immediately crashed. Does the preview mesh have different LOD models? If so, it may be that the higher LOD model may be the issue - I'm able to move the sparrow when fully zoomed out.

sick hare
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Based on their meshes being set when you do a move order the preview meshes freak out only in 5.1

rotund juniper
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Ah, I see

next rose
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+1 Same error.

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This usually happens when you are moving a unit or travelling with the camera in game to different locations.

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Crash Log: LoginId:1dc6eb694ef479cfed5b4dae546a2cf3
EpicAccountId:

LowLevelFatalError [File:D:\build++UE5\Sync\Engine\Source\Runtime\RenderCore\Private\RenderingThread.cpp] [Line: 1273] GameThread timed out waiting for RenderThread after 120.00 secs

CepheusProtocol_Win64_Shipping!FRenderTargetPool::FreeUnusedResources()
CepheusProtocol_Win64_Shipping!FRenderCommandFence::Wait()
CepheusProtocol_Win64_Shipping!FEngineLoop::Tick()
CepheusProtocol_Win64_Shipping!GuardedMain()
CepheusProtocol_Win64_Shipping!GuardedMainWrapper()
CepheusProtocol_Win64_Shipping!LaunchWindowsStartup()
CepheusProtocol_Win64_Shipping!WinMain()
CepheusProtocol_Win64_Shipping!__scrt_common_main_seh() [d:\a01_work\43\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl:288]
kernel32
ntdll

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@sick hare @quiet cave

hallow moss
hallow moss
sick hare
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We are aware of this crash and are working the problem

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We should have a fix out Tuesday a little after noon

sick hare
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I have a fix for this coming out in a few hours @hallow moss @rotund juniper @next rose @sullen dagger
Check announcements soon

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@young niche

rotund juniper
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Seems I'm still receiving the same crash on my end. I was able to move around the map and order units without issue, however when I went to go build the CERC building the game crashed shortly after. I'll do some more testing to see what else could be the cause.

rotund juniper
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After a bit more testing, it looks like the CERC building is the most reliable method of crashing that I'm able to do. The exact order of events are as follows:

-Order capture truck
-Order sparrow to land
-Deploy capture truck
-place CERC blueprint
-Build blueprint ```
The game will crash shortly after the blueprint is completed, I think once the cargo helicopter despawns (not sure however)
~~Manually preventing the engineer from building the blueprint seems to work somewhat, and doesn't lead to a crash ~~ Edit: still crashed, but later this time

Edit: Out of the tests I've done, 2 have lead to a crash once the plane that deploys the capture truck despawns. Could be another avenue to look into.
hallow moss
rotund juniper
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I'm wondering if the issue may be related to a graphics setting

hallow moss
rotund juniper
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Ah, I see gotcha

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how odd

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When I turned all my settings up to max I wasn't able to make it to the mainland anymore - whereas before I was able to set down and start building before the game crashed

hallow moss
# rotund juniper Ah, I see gotcha

Sometimes I managed to fly across the entire map, sometimes I managed to create troops, and there was only one time I managed to spend 20 minutes playing until the error happened, but after yesterday I can't stay even a minute in the game

rotund juniper
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Seems like that's a similar story to what I'm experiencing

young niche
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Exactily that happens when I start the game, and after seconds the game crash. If I touch something or something it doesn't cares, will happen again and with the same error message .

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LoginId:2f89b37f476556d0b4298ca0693d0b1d
EpicAccountId:a73cf6b37899472583a5e412027c1fc2

LowLevelFatalError [File:D:\build++UE5\Sync\Engine\Source\Runtime\PakFile\Private\IPlatformFilePak.cpp] [Line: 3567] IAsyncReadRequests must not be deleted until they are completed.

CepheusProtocol_Win64_Shipping!FPakProcessedReadRequest::vector deleting destructor'() CepheusProtocol_Win64_Shipping!TIndirectArray<TChunkedArray<FFileSystemBatchReadRequest,16384,TSizedDefaultAllocator<32> >::FChunk,TSizedDefaultAllocator<32> >::Empty() CepheusProtocol_Win64_Shipping!FFileSystemBatchRequest::vector deleting destructor'()
CepheusProtocol_Win64_Shipping!FBulkDataRequest::operator=()
CepheusProtocol_Win64_Shipping!FSkeletalMeshStreamIn_IO::ClearIORequest()
CepheusProtocol_Win64_Shipping!<lambda_7abe2c7401926b46b93d090bc0a169a7>::operator()()
CepheusProtocol_Win64_Shipping!TRenderAssetUpdate<FSkelMeshUpdateContext>::TickInternal()
CepheusProtocol_Win64_Shipping!FAutoDeleteAsyncTaskFRenderAssetUpdate::FMipUpdateTask::DoWork()
CepheusProtocol_Win64_Shipping!<lambda_2cfb882046ba83e24f4606b279dfb220>::operator()()
CepheusProtocol_Win64_Shipping!LowLevelTasks::TTaskDelegate<LowLevelTasks::FTask * __ptr64 __cdecl(bool),48>::TTaskDelegateImpl<<lambda_2cfb882046ba83e24f4606b279dfb220>,0>::CallAndMove()
CepheusProtocol_Win64_Shipping!LowLevelTasks::FTask::ExecuteTask()
CepheusProtocol_Win64_Shipping!LowLevelTasks::FScheduler::TryExecuteTaskFrom<&LowLevelTasks::TLocalQueueRegistry<1024>::TLocalQueue::DequeueGlobal,0>()
CepheusProtocol_Win64_Shipping!LowLevelTasks::FScheduler::WorkerMain()
CepheusProtocol_Win64_Shipping!LowLevelTasks::FScheduler::BusyWaitInternal()
CepheusProtocol_Win64_Shipping!FThreadImpl::Run()
CepheusProtocol_Win64_Shipping!FRunnableThreadWin::Run()

hallow moss
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it's complicated, see

young niche
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@sick hare That happened again after I updated my game, and anything changed.

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So, the bug fix doesn't worked.

hallow moss
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I thought I would be able to play today

young niche
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well, it's a small team but a great game, obviously the updates will have errors and problems because they are humans, not robots

rotund juniper
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Playing in directX11 mode seems to alleviate the problem, probably just coincidence but I'm able to play for a long period of time without any crashes

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nvm, after around 20min of playtime I ended up crashing with the same error

sick hare
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Question what exactly were you doing in gameplay when it crashes?

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@here

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try a verify

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Sometimes Steam screws up the patching

rotund juniper
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I'll do a verify and see what happens

sick hare
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humor me the trees floating and such occurs because of this im wondering if its relating to steam patching funky sometimes

hallow moss
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I checked mine and nothing changed =/

sick hare
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Anything might help

rotund juniper
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Steam says everything verified correctly, I still crash shortly after placing the CERC building

sick hare
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What exactly are you doing befor eit crashes?

rotund juniper
young niche
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@sick hare I will try to make a video

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after that the game crashed

young niche
next rose
# young niche

Interesting. In my crash, the game background music keeps playing.

hallow moss
hallow moss
copper sandal
sick hare
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@next rose @hallow moss @copper sandal Im going to cook you guys a special build that disables civilian logic to see if that resolves the crash

next rose
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And thanks for the quick solution.

sick hare
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No worries

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im cooking the build now hang tight

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Should be up within 10 mins

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Beta pw is 9B6ddB8KStBt

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Civilian Management Crashing Global Thread

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Use this thread for reporting the crashes dont use the others anymore i locked/closed them

young niche
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I will try and record if I can

sick hare
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i need one thread to track everything since its all the same

next rose
young niche
next rose
sick hare
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its not active yet

young niche
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ah

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sorry

sick hare
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about 8 more mins

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Its still "cooking" bingbong

young niche
sick hare
young niche
sick hare
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Uploading 1-2 minutes

young niche
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I will finish the secondary soon and I need to start to work and study for the "high school"?

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idk how the americans say "Facultad" on english

sick hare
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Its up

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Do not load any old saves and just use a preset mode (Normal/Directors) please. Let me know if the crashing goes away

young niche
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I verify the code and nothing happen

sick hare
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close and reopen steam

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it will force it to check

young niche
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@sick hare The game works normal

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No bug

copper sandal
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@sick hare

Positive point: The game was much smoother.

Negative point: It crashed again a few seconds after landing the helicopter.

sick hare
sick hare
young niche
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I will play normaly

copper sandal
# sick hare When is it still crashing for you and whats the report?

LowLevelFatalError [File:D:\build++UE5\Sync\Engine\Source\Runtime\PakFile\Private\IPlatformFilePak.cpp] [Line: 3567] IAsyncReadRequests must not be deleted until they are completed.

CepheusProtocol_Win64_Shipping!FPakProcessedReadRequest::vector deleting destructor'() CepheusProtocol_Win64_Shipping!TIndirectArray<TChunkedArray<FFileSystemBatchReadRequest,16384,TSizedDefaultAllocator<32> >::FChunk,TSizedDefaultAllocator<32> >::Empty() CepheusProtocol_Win64_Shipping!FFileSystemBatchRequest::vector deleting destructor'()
CepheusProtocol_Win64_Shipping!FBulkDataRequest::operator=()
CepheusProtocol_Win64_Shipping!FSkeletalMeshStreamIn_IO::ClearIORequest()
CepheusProtocol_Win64_Shipping!<lambda_7abe2c7401926b46b93d090bc0a169a7>::operator()()
CepheusProtocol_Win64_Shipping!TRenderAssetUpdate<FSkelMeshUpdateContext>::TickInternal()
CepheusProtocol_Win64_Shipping!FAutoDeleteAsyncTaskFRenderAssetUpdate::FMipUpdateTask::DoWork()
CepheusProtocol_Win64_Shipping!<lambda_2cfb882046ba83e24f4606b279dfb220>::operator()()
CepheusProtocol_Win64_Shipping!LowLevelTasks::TTaskDelegate<LowLevelTasks::FTask * __ptr64 __cdecl(bool),48>::TTaskDelegateImpl<<lambda_2cfb882046ba83e24f4606b279dfb220>,0>::CallAndMove()
CepheusProtocol_Win64_Shipping!LowLevelTasks::FTask::ExecuteTask()
CepheusProtocol_Win64_Shipping!LowLevelTasks::FScheduler::TryExecuteTaskFrom<&LowLevelTasks::TLocalQueueRegistry<1024>::TLocalQueue::DequeueGlobal,0>()
CepheusProtocol_Win64_Shipping!LowLevelTasks::FScheduler::WorkerMain()
CepheusProtocol_Win64_Shipping!LowLevelTasks::FScheduler::BusyWaitInternal()
CepheusProtocol_Win64_Shipping!FThreadImpl::Run()
CepheusProtocol_Win64_Shipping!FRunnableThreadWin::Run()

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It still fails at the moment where I drop the troops for the first time and capture the first zone with the truck.

young niche
sick hare
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I think its caused by the previews when you move

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the markers it renders

copper sandal
young niche
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No crashes for me

sick hare
copper sandal
sick hare
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Well thats odd

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Test the moving thing please

copper sandal
young niche
sick hare
sick hare
young niche
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I only captured a zone and paused the game

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I will play 5 minutes more

sick hare
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Before it would have crashed right?

young niche
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Maybe

young niche
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After seconds the game started it crashed

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With, maybe can be the codes of the civs start to making their camps, but idk, it's a idea

sick hare
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So whats different between your setup and his is whats puzzling

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@copper sandal Please send me your DXDIAG

sick hare
young niche
next rose
sick hare
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@hallow moss @rotund juniper

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Ok i need more data

sick hare
sick hare
young niche
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No

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How I can send it?

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On the game folder crashes log?

copper sandal
young niche
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I played my game after 10 minutes and everything normal.

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I will go to sleep, bye

sick hare
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even if its a few feet away for the little bird?

copper sandal
sick hare
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see what happens

young niche
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@sick hare

copper sandal
young niche
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I send you on dm

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private

copper sandal
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Never mind, it crashed again

sick hare
copper sandal
next rose
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I also noted this texture flickering on my aircraft carrier.

copper sandal
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in previous times it crashed when I was building the base

next rose
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@sick hare @severe scarab

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Sequence of events:

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No custom options used.

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No cheats used.

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Recruit mode.

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Built barracks, command centre and CERC HQ.

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Recruited 3 engineers.

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And a drone heli and an Ajax. Moved the Ajax to the barracks where it started to flicker in it's texture while making the driver visible constantly.

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Then crashed.

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This seems to be like one of those errors when you use Vortex for modding Skyrim or Fallout but the game crashes due to faulty load sequences. Maybe a problem with texture priority or the game could be calculating and producing textures for ALL non-visible civilians and infected in the game after the update making it too heavy of a process for the system to handle.

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Couldn't take a final screenshot here because the game did not remain frozen for a minute, but crashed immediately with the log report being shown afterwards.

next rose
hallow moss
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I'll try here with the code to see

next rose
hallow moss
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0% results

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game loads, sparrow appears, in 5 seconds it crashes twice and in the third the game closes and the error log appears

next rose
# hallow moss 0% results

Hmm, give it around a week and check back later. The devs repair the game pretty quickly when these events occur. These bugs and any potential new ones should be mostly eliminated by then.

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@sick hare Couldn't save the log report here, but it was nearly identical to the last one.

hallow moss
next rose
hallow moss
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I left the faction option disabled and I'm moving the sparrow safely, let's see how long

rotund juniper
hallow moss
next rose
hallow moss
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so far no error, I'm thinking it must be in the factions option

rotund juniper
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I never play with factions on, not sure if that's it

rotund juniper
hallow moss
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Eroor

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I managed to make a small base. lieutenant killed my engineer, I made 3 machine guns and an ajax and when I started to move them, then it closed and the log appeared

sick hare
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Im going to make another code change and turn off move markers

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Give me 10 mins

rotund juniper
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๐Ÿ‘

sick hare
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starting

next rose
rotund juniper
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I hope it's intended, I really like it lol

next rose
sick hare
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i just did that today

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in a way to also hopefully fix it

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i cleaned up the code etc but clearly what i did wasnt enough

next rose
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Maybe the civilians which were found roaming earlier with their invisible weapons were actually preventing a crash.

sick hare
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i disabled them in the last crash fix beta

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if it works after this next patch its not them and its just the preview markers

next rose
sick hare
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try now

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@next rose @rotund juniper @hallow moss

rotund juniper
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๐Ÿ‘

hallow moss
rotund juniper
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Same here, no change

sick hare
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Cooking another test

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have another idea to try

sick hare
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Any brave souls still alive?

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@rotund juniper @hallow moss @next rose

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@copper sandal

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@young niche

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Well there is another build up let me know if it works

sick hare
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This is a very odd issue because here is an example of myself attempting to get it to crash on the non-beta branch

sick hare
# sick hare

This is on a 4770K i7 1650 4 GB and 16 GB of DD3

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Auto configured graphics settings

rotund juniper
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Apologies, I was making food

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I'm testing out the new beta now

sick hare
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This was on my super rig

sick hare
rotund juniper
sick hare
rotund juniper
sick hare
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It only in certain areas?

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Well the second video was ona 4770k and 1650

sick hare
rotund juniper
rotund juniper
sick hare
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How long would you guess until it used to crash?

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say 10-15 minutes?

rotund juniper
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much closer to 5

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so far, however, I'm able to get past the previous 100% crash rate of building the CERC building

sick hare
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This is a truely annoying crash because im on the old build and ive managed to build all this

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It must be hardware related

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For your build i had to turn off an experimental engine feature we've had on since launch in 2020

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called skeletal mesh streaming which means the game in theory will use up a bit more VRAM/RAM in general

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It would appear that if you no longer crash and nobody else does that Epic Games broke that feature in 5.1

rotund juniper
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So far, it seems to have fixed the issue

sick hare
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Thats both troubling and relieving WinterCry

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We need more data to see if it fixes it for anyone else as well

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Do you want me to rock the boat and turn back on move previews and dynamic civilians?

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If your confident its stable now

rotund juniper
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I'm not 100% confident yet, no
I had crashes before that popped up 20 minutes into playtime, so I'll continue testing for another 20 minutes and see if I make it past that point

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It may be a good idea to push another version to the beta anyway, so that in 20 minutes time I'll be able to test that once I either crash or close the game

sick hare
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@sullen dagger Are you getting the crash as well?

rotund juniper
# sick hare How are we doing?

No crash, and none of the previous triggers for crashing work
So I think it's safe to say it's fixed? Fixed enough to start introducing the new content I think

rotund juniper
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๐Ÿ‘

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Downloading it now, I'll let you know if I run into any problems

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So far so good, no crashes at all! I'm able to do everything again without issue.

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Seems that was the root cause of the issue, as I'm able to play without issue now. Tested every unit and every power, and seems like they all work fine, as well as civilians.

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I'll play through a proper game in a bit and see if everything goes well

rotund juniper
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Was able to play for a full 3 hours crash free, seems like this solved the issue for me

hallow moss
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I've been playing for 15 minutes, I've built the base, I'm flying around the map, I've made a lot of troops, I've put a drone to patrol, so far it hasn't given any errors, it seems to have resolved

next rose
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@sick hare @severe scarab Seems to have fixed it.

More than 30 mins of game play and no crashes yet.

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I did notice some changes though. The CERC island does not have a civilian tent now. Atleast in this game play instance.

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And I don't know if it's a bug but civilians are only constructing gates around their camps. No walls visible for me.

hallow moss
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it gave an error =/ I was watching a hive catch fire and it crashed

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I think the error is different look
LoginId:064410b54e46d87d99fae7b517392492
EpicAccountId:923a1b4bd0af444b843471031c7aab83

Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x0000000000000208

CepheusProtocol_Win64_Shipping!ABase_Structure::ApplyFireDamage() [C:\Main-Repo\Unreal Projects\CepheusProtocol\Source\CepheusProtocol\Environment\Base_Structure.cpp:923]
CepheusProtocol_Win64_Shipping!TBaseUObjectMethodDelegateInstance<0,AAIController_Civilian,void __cdecl(void),FDefaultDelegateUserPolicy>::Execute() [C:\Program Files\Epic Games\UE_5.1\Engine\Source\Runtime\Core\Public\Delegates\DelegateInstancesImpl.h:601]
CepheusProtocol_Win64_Shipping!FTimerManager::Tick()
CepheusProtocol_Win64_Shipping!UWorld::Tick()
CepheusProtocol_Win64_Shipping!UGameEngine::Tick()
CepheusProtocol_Win64_Shipping!FEngineLoop::Tick()
CepheusProtocol_Win64_Shipping!GuardedMain()
CepheusProtocol_Win64_Shipping!GuardedMainWrapper()
CepheusProtocol_Win64_Shipping!LaunchWindowsStartup()
CepheusProtocol_Win64_Shipping!WinMain()
CepheusProtocol_Win64_Shipping!__scrt_common_main_seh() [d:\a01_work\43\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl:288]
kernel32
ntdll

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I think the civilians set the hive on fire, and when I looked, there was an error

hallow moss
quiet cave
quiet cave
sick hare
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Next patch is cooking now

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@here

copper sandal
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@sick hare Hi again, I was testing today the patch that you were making in the morning and I managed to play perfectly without crashes so far. But I had to stop the test due to some complications (5 mins setting up the base and the armagedon rushed my gates).