Consistent, inexplicable crash in Windows (not OSX) standalone build with no useful error

I sent this over to support, but figured I’d post this here as well in case anyone is having similar problems.

Our project has recently been suffering some very strange issues that can’t be explained with the debugging tools at our disposal. Everything works fine in the editor, with no errors or significant warnings. When testing a Windows build, the game hard crashes after around .5 to 2 seconds after successfully loading a gameplay level (not the temp menu). This happens on 32 bit, 64 bit, debug, no debug, and all combinations of those. The odd thing is, the stack trace in output_log.txt is different for these build types, which leads me to believe that they aren’t directly related to the crash somehow.

Link to some of the different stack traces: Win32 No Debug========== OUTPUTING STACK TRACE ==================(0x0143AE - Pastebin.com

What’s even stranger than this is that OSX builds work perfectly fine. We’re using 4.5.2p3 primarily, but downgrading to older versions even as far back as 4.5.1 doesn’t make a difference. As for clues of what might be causing the problem, it could be almost anything as far as we know. The only way to consistently get game scenes to not crash is to not include our GameManager monolith that runs everything, or at least cripple it to the point where it doesn’t spawn or process anything. Dumping a camera in a game scene with nothing else doesn’t cause a crash at least…

Sorry for the relative lack of information in this post, anything else would require sharing the project which can’t be shared publicly. The stack traces seem like the most useful information, hopefully someone else has seen this too and has some insight.

These crashes all seem related to physics. I’d guess that one of your objects has some invalid PhysX data associated with it. All I can think of suggesting is that you remove half of the assets from the scene you are loading, and see if you don’t get the crash. The idea is to narrow down on an asset that causes the crash. Agreed it’ll be a pain.

I found the problem and boy howdy is it weird. Oddly enough it didn’t have to do with physics at all, it was instantiating any object that used a Substance Archive in any way. Having them in the scene to start with was no problem, but instantiating them always leads to a crash seconds later. I’ll submit a proper bug report through the program with this problem isolated when I’ve got some more time.

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