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  1. #1
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    Default Crash when changing view mode to LightMap density - May2012

    I am having the strangest crash bug. It's been happening all afternoon:

    If I create a new material, setting the blend more to BLEND_masked, apply this material to an object in the scene, them attempt to change to view mode to "LightMap Density" UDK will crash.

    After extensive, frustrating testing, I have come up with the following information:

    • If I apply a previously created BLEND_masked material it does NOT crash (likewise if I open up a scene using one)
    • If I modify the existing previously created - including both assigning a different mask texture or stripping down the material to just a Diffuse and OpacityMask input, or both - it will NOT crash
    • If I make a copy of a previously created material and try the above changes it does NOT crash
    • If I take a previously created material that is NOT BLEND_masked and set it to such and plug something into Opacity Mask, it does NOT crash
    • The crash ONLY seems to occur when I make a NEW material FROM SCRATCH, apply it to an object in the scene, then change the view mode
    • The crash occurs when the material is applied a mesh with lightmap UVs or a BSB cube, it makes no difference.
    • UDK will not crash so long as nothing is plugged into OpacityMask. Even with BLEND_masked turned on. Once something is plugged into OpacityMask the crash will occur.
    • It does not seem to matter how complex or simple the material is. Most of my testing was done with a single 32bit texture plugged into diffuse and opacity
    • I have tested this on both my PC and on my Laptop with identical results
    • This is occurring with the May2012 built on my PC and my Laptop, as well as the March2012 build on my laptop


    In effect, I can replicated exactly an existing BLEND_masked material and the new one will cause the crash while the old one will not. Furthermore I can modify the existing material in anyway and not have it crash.

    Critically, this has only started happening this afternoon. All my previously created materials have been and continue to work fine, including ones I made this morning before the crashing began.
    I have tried creating new materials in my main package and in completely new packages to no effect. When testing on my laptop I copied across my main package into the may2012 directory, so one possibility is that the inclusion of the package itself is somehow causing the crash - though this doesn't explain why it would effect the March2012 build which does not include it in it's directory structure.

    I've even tried turning my PC off and on again.

    Any ideas? I'm at a complete loss.
    Last edited by LiveWireDX; 07-13-2012 at 02:32 AM.
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  2. #2
    Redeemer
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    Default

    Can you post a launch log of UDK ? just after the crash occurs,

  3. #3
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    The log is as follows, though it doesnt appear to be any different than when I start UDK without it having crashed previously.

    Init: Finished loading startup packages in 3.40 seconds
    Log: 80081 objects as part of root set at end of initial load.
    Log: 0 out of 0 bytes used by permanent object pool.
    Log: Supported Consoles:
    Log: IPhone
    Log: Mac
    Log: PC
    Log: Initializing Engine...
    Log: Encountered missing default brush - spawning new one
    Init: UEngine initialized
    Log: Primary PhysX scene will be in software.
    Log: Creating Primary PhysX Scene.
    Init: Transaction tracking system initialized
    Log: Can't find edit package 'OnlineSubsystemGameSpy'
    Log: Can't find edit package 'OnlineSubsystemLive'
    Init: XAudio2 using 'Speakers (Realtek High Definition Audio)' : 2 channels at 48 kHz using 32 bits per sample (channel mask 0x3)
    Init: XAudio2Device initialized.
    Init: Client initialized
    Init: Editor engine initialized
    Log: Initializing Engine Completed
    Log: >>>>>>>>>>>>>> Initial startup: 7.99s <<<<<<<<<<<<<<<
    Cmd: MODE MAPEXT=udk
    SourceControl: Source Control disabled in UDKEditorUserSettings.ini. [SourceControl] has Disabled=True
    Log: TIMER ALL OF INIT : [12.525639]
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  4. #4
    Redeemer
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    And that's when UDK crashes, right ?

  5. #5
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    No that is the log from when I started UDK back up after it crashed, which I thought was what you were asking for. When it crashes, the whole application simply crashes with a windows "a problem has occurred" message. The log does not update beyond the last action taken (in the case of my last test, creating a BSB cube).

    The log I am talking about is the one accessed inside UDK under View > Browser Windows > Log. If there is another one that is written to a file somewhere that might record crashes do you know where I might find it?
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  6. #6
    MSgt. Shooter Person
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    No that is the log from when I started UDK back up after it crashed, which I thought was what you were asking for. When it crashes, the whole application simply crashes with a windows "a problem has occurred" message. The log does not update beyond the last action taken (in the case of my last test, creating a BSB cube).

    The log I am talking about is the one accessed inside UDK under View > Browser Windows > Log. If there is another one that is written to a file somewhere that might record crashes do you know where I might find it?
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  7. #7
    Redeemer
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    Never heard about that log in the browser windows, usually when UDK crashes for me i check the log where you first checked it on the UDK directory/ UDKGame/ logs/ launch.log you must post it just after there is a crash if you launch UDK again you'll get a new log and that will not show the crash, what i suggest is to delete all of your logs and launch UDK then make it crash and post the log that gets automatically created by UDK,

  8. #8
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    I took a look at this an was unable to reproduce the crash, if you could please post the Logs next time you get this crash, that will be a lot of help.
    Engine QA | Epic Games, Inc

  9. #9
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    The Launch.log appears to be empty, seems UDK has to actually close properly in order to write that file.

    The crash did however write a crash dump. I tested twice, here's both files:
    http://bendroste.com/random/unreal-v...9-09.17.22.dmp
    http://bendroste.com/random/unreal-v...9-09.20.43.dmp
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  10. #10
    Redeemer
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    The crash dump is not helpful, at least not to me, normally a launch log should output what happens even if UDK doesn't close normally, have you tried again ? which version of UDK are you using ?

  11. #11
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    Nothing is written to the log. UDK simply locks up and stops working.
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  12. #12
    Redeemer
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    Are you killing the process yourself ?

  13. #13
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    No. It freezes and at the same moment a windows "an error has occurred" popup window appears, UDK closes, and windows "checks for a solution" until either I close the popup window or it doesn't find one. No log file is written.
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