Closed SeriousBarbie closed 6 days ago
Can be related to hardware. look like DirectDraw failed on Power Saving mode. I often left UnrealEd open for days and screen often turn to screen saver or even off. UnrealEd not crash on that.
Second crash not relevant. It caused by ignorance first crash. All things in Recovery mode mostly not relevant because things already broken less or more.
What Render you use in UnrealEd for viewports? Include texture browser. Also What vendor of your graphics card?
What Render you use in UnrealEd for viewports? Include texture browser.
Where can I look up that?
Also What vendor of your graphics card?
Right click on each viewport: In menu: Used Nvidia or Intel? What mention in log?
Both is set to "Software" and the screen cable is plugged into the Nvidia card.
Hmm. What about Mesh Browser?
In log say crash happen on it.
Also "Software". I have these windows docked too, but didn't had the "Meshes" window in front (mostly "Textures").
I'm afraid the reason was not the energy saver for the screen: I set it to 1 minute, opened and modified a map in UnrealEd, and after a minute the screen was in energy safe mode. After awakening happened nothing.
Energy saving was active after 1 hour for mass storage (what seems useless for SSDs). I deactivated this also and see if something will change.
It can be driver bug. BitBlt is transfer block of pixels between two buffers. https://learn.microsoft.com/en-us/windows/win32/api/wingdi/nf-wingdi-bitblt Often used for show content from back buffer after drawing done. So I think it somehow screw DirectDraw. possible need very specific condition, when sleeping goes exactly between allocate DC and BitBlt. This is very narrow interval. So it can be very hard to repeat. In general it look like issues outside from UT (video drivers, GDI, OS).
It does not happen with renderer "Direct3D9" (but still with Software renderer @ 469d RC4).
Can't reproduce with soft renderer on my side. try energy safe mode and powerful mode. when screen turn off - nothing happen. Did you mean deep sleep, when PC not respond anything, and need push power button for resume it?
Sorry, wrong info - it just has happened also with Direct3D9. No, it isn't a deep sleep, pressing any key or moving the mouse turns monitor on again.
It happens reproducible - when I leave keyboard for a while (IMO ~ 5 min), screen energy saving is on. With OldUnreal-UTPatch469e-Windows-test745 log is now more informative:
Log: Moving 'D:\Programme\UT.469\System..\Maps\Save.tmp' to 'D:\Programme\UT.469\System..\Maps\Auto9.unr' Log: CMD: MAP SAVE AUTOSAVE=1 FILE=D:\Programme\UT.469\System..\Maps\Auto9.unr Critical: appError called: Critical: BitBlt failed: Das Handle ist ungültig. Critical: Windows GetLastError: Das Handle ist ungültig. (6) Exit: Executing UObject::StaticShutdownAfterError Exit: ALAudio subsystem shut down. Exit: UALAudioSubsystem::ShutdownAfterError Exit: Executing UWindowsClient::ShutdownAfterError Log: DirectDraw End Mode Critical: UWindowsViewport::Unlock Critical: UEditorEngine::Draw Critical: (Cam=MeshBrowser,Flags=8832 Critical: UWindowsViewport::Repaint Critical: UWindowsClient::Tick Critical: UEditorEngine::Tick Critical: UpdateWorld Critical: BitBlt failed: Das Handle ist ungültig.
History: UWindowsViewport::Unlock <- UEditorEngine::Draw <- (Cam=MeshBrowser,Flags=8832 <- UWindowsViewport::Repaint <- UWindowsClient::Tick <- UEditorEngine::Tick <- UpdateWorld SE(C0000005) @ 002DA8B8 fl=0 rec=0 n=1714792536 i[0]=0 i[1]=480 eax=00000000 ebx=131f0a00 ecx=131f0a00 edx=00000000 esi=0034d3d0 edi=00000002 eip=002da8b8 ebp=01d4a954 esp=01d4a928 cs=0023 ds=002b es=002b fs=0053 gs=002b flags=00010202 In module 'D:\Programme\UT.469\System\UnrealEd.exe' (1429504 bytes) at address 0005a8b8 Engine Version: 469e - Sep 24 2024 Preview
Critical: WViewportFrame::OnDestroy Critical: WM_DESTROY Log: appRequestExit(0) Log: DispatchMessages: Received WM_QUIT Exit: Preparing to exit.
Renderer is Direct3D11 Graphic device is Intel HD Graphics 4600
Did you use screen saver with password lock? If so can you try turn off password lock and reproduce problem again?
Also. What your render devices in mesh browser?
Ok. I reproduce it. Need use Software render in Mesh browser and make mesh animate (press play button). After that press Win+L, for get win lock screen. Editor will crash in BitBlt.
So workaround pretty simple - do not use software render.
Oh, I didn't know that the Mesh browser uses a separate renderer. Ok, I'll try…
Mesh browser renderer changed, but happened again. Now I've also changed the Texture browser renderer from "Software" to "Direct3D11".
Did you try latest test build? Must be fixed now. Fixed for me at least.
I opened a map in UnrealEd and probably changed some thing by accident so that this map had the status unsaved. Then I had to leave for a hour or two and when I came back, I saw the energy save mode was active for the screen and after awakening that critical error BitBlt failed. After that I was asked to continue UnrealEd in Recovery Mode. When closing UnrealEd I finally was informed that TopChunk is NULL (whatever that means). Editor.log attached at end.