View Full Version : Scaleform crashing in October Build
JamieG
10-28-2010, 01:16 PM
Hi,
I just ported my project from September UDK to October UDK. Everything went smoothly, except when I tested out my GFx UI. UDK crashed with the following error when my UI loaded:
[0029.15] Critical: appError called: Assertion failed: !HasAnyFlags(RF_Unreachable) [File:c:\depot\UnrealEngine3\Development\Src\Core\S rc\UnCorSc.cpp] [Line: 6219]
ARGFx_CampaignMenu Transient.ARGFx_CampaignMenu_0 Function: 'GFxUI.GFxMoviePlayer:FilterButtonInput'
Can anyone offer some insight into this? I haven't called the "FilterButtonInput" function in any of my GFxMoviePlayer subclasses.
JamieG
10-29-2010, 09:46 AM
I've tried re-publishing and importing all my swfs again, but that didn't help. My really simple menus work, so I need to narrow down what in my more complex menus is failing.
JamieG
10-29-2010, 09:55 AM
...I've narrowed it down to something in the swfs themselves, commenting out all the unrealscript code didn't help the crash...
Matt Doyle
10-29-2010, 11:02 AM
I'll pass this along to support here. Maybe something changed that broke something. Hard to know on my end.
JamieG
10-29-2010, 03:20 PM
Cool, thanks Matt!
Matt Doyle
10-29-2010, 04:09 PM
So, I've got some answers for you.
The word on the street is that this is likely not an integration bug, but more than likely a bug in your code. Epic tests the UDK menu and Gears UI before releasing these updates, and the entire UI functions without crashing. It could however be a bug in your code that was not handled in the previous SDKs before October, but that is now being handled and causing a crash.
FYI - FilterButtonInput is called anytime the movie is sent input to allow Unreal to process it beforehand. Default behavior is to allow all input to go to the movie, but you can use .AddFocusIgnore on a case by case basis. So, FilterButtonInput is being called in the back-end even though you aren't using it specifically in your code.
!HasAnyFlags(RF_Unreachable) may be a garbage collection error. It could be that you have something going out of scope and being destroyed, then maybe you have a bad pointer to it. But that is just a shot in the dark.
JamieG
10-30-2010, 02:39 PM
Ok Matt, thanks for the info! I will look through my fla and unrealscript code for potential bugs and hopefully figure it out.
JamieG
10-30-2010, 04:41 PM
Fixed!! It was a garbage collection issue. I tested each GFxMovie individually and they worked fine. The crash happened when one GFxMovie would open another one. Originally my GFxMovies would call WorldInfo.ForceGarbageCollection() at the OnClose() event. Commented out that line and Presto! It worked!
Thanks again for the help :).
Matt Doyle
11-01-2010, 10:23 AM
Excellent. Glad you were able to figure it out. Great game you're working on by the way.
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