Open Sunrizd opened 1 year ago
Can confirm, having the same problem. Specifically with lifts and the camera.
We just observed the same problem with only Smart! installed. Turning off the camera in settings fixed it.
I was able to replicate this issue with a friend, and we were able to find in the crash report some signs pointing towards there being a null reference exception occurring. Specifically the error was Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x0000000000000000
, which should be a relatively easy fix since I'd expect it to just be some code somewhere that's like if (camera == null) return;
somewhere in SFHologramHelper.cpp
.
We were able to consistently reproduce a crash in a client (not host) when creating a conveyor lift anywhere greater than ≈400m or 50 foundations apart.
The full trace is
Version: 211839, IsEditor: No, IsPerforceBuild: No, BuildConfiguration: Shipping, Launcher: Steam, NetMode: Listen Server, IsUsingMods: Yes
Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x0000000000000000
FactoryGame_FactoryGame_Win64_Shipping!AFGHologram::SpawnHologramFromRecipe() [D:\BuildAgent\work\78a794e88763017d\UE4\Games\FactoryGame\Source\FactoryGame\Private\Hologram\FGHologram.cpp:111]
FactoryGame_FactoryGame_Win64_Shipping!AFGHologram::SpawnChildHologramFromRecipe() [D:\BuildAgent\work\78a794e88763017d\UE4\Games\FactoryGame\Source\FactoryGame\Private\Hologram\FGHologram.cpp:184]
FactoryGame_SmartFoundations_Win64_Shipping!USFHologramHelper::AddChild() [C:\Users\Alex\Documents\SML\Plugins\SmartFoundations\Source\SmartFoundations\HologramHelper\SFHologramHelper+Children.cpp:160]
FactoryGame_SmartFoundations_Win64_Shipping!USFHologramHelper::RefreshChildrenAmountTo() [C:\Users\Alex\Documents\SML\Plugins\SmartFoundations\Source\SmartFoundations\HologramHelper\SFHologramHelper+Children.cpp:57]
FactoryGame_SmartFoundations_Win64_Shipping!USFHologramHelper::UpdateChildren() [C:\Users\Alex\Documents\SML\Plugins\SmartFoundations\Source\SmartFoundations\HologramHelper\SFHologramHelper.cpp:1524]
FactoryGame_SmartFoundations_Win64_Shipping!ASFSystem::RestoreConfigTo() [C:\Users\Alex\Documents\SML\Plugins\SmartFoundations\Source\SmartFoundations\SFSystem+Restore.cpp:92]
FactoryGame_SmartFoundations_Win64_Shipping!<lambda_195c7140cd6986e497b5e9cfeb61bfd3>::operator()() [C:\Users\Alex\Documents\SML\Plugins\SmartFoundations\Source\SmartFoundations\HologramHelper\SFHologramHelper+Restore.cpp:119]
FactoryGame_SmartFoundations_Win64_Shipping!TBaseFunctorDelegateInstance<void __cdecl(FKey),FDefaultDelegateUserPolicy,<lambda_195c7140cd6986e497b5e9cfeb61bfd3> >::Execute() [C:\Program Files\Unreal Engine - CSS\Engine\Source\Runtime\Core\Public\Delegates\DelegateInstancesImpl.h:830]
FactoryGame_Engine_Win64_Shipping!FInputActionUnifiedDelegate::Execute() [D:\BuildAgent\work\78a794e88763017d\UE4\Engine\Source\Runtime\Engine\Classes\Components\InputComponent.h:295]
FactoryGame_Engine_Win64_Shipping!UPlayerInput::ProcessInputStack() [D:\BuildAgent\work\78a794e88763017d\UE4\Engine\Source\Runtime\Engine\Private\UserInterface\PlayerInput.cpp:1389]
FactoryGame_Engine_Win64_Shipping!APlayerController::ProcessPlayerInput() [D:\BuildAgent\work\78a794e88763017d\UE4\Engine\Source\Runtime\Engine\Private\PlayerController.cpp:2534]
FactoryGame_Engine_Win64_Shipping!APlayerController::TickPlayerInput() [D:\BuildAgent\work\78a794e88763017d\UE4\Engine\Source\Runtime\Engine\Private\PlayerController.cpp:4550]
FactoryGame_Engine_Win64_Shipping!APlayerController::PlayerTick() [D:\BuildAgent\work\78a794e88763017d\UE4\Engine\Source\Runtime\Engine\Private\PlayerController.cpp:2179]
FactoryGame_FactoryGame_Win64_Shipping!AFGPlayerController::PlayerTick() [D:\BuildAgent\work\78a794e88763017d\UE4\Games\FactoryGame\Source\FactoryGame\Private\FGPlayerController.cpp:289]
FactoryGame_Engine_Win64_Shipping!APlayerController::TickActor() [D:\BuildAgent\work\78a794e88763017d\UE4\Engine\Source\Runtime\Engine\Private\PlayerController.cpp:4705]
FactoryGame_Engine_Win64_Shipping!FActorTickFunction::ExecuteTick() [D:\BuildAgent\work\78a794e88763017d\UE4\Engine\Source\Runtime\Engine\Private\Actor.cpp:176]
FactoryGame_Engine_Win64_Shipping!FTickFunctionTask::DoTask() [D:\BuildAgent\work\78a794e88763017d\UE4\Engine\Source\Runtime\Engine\Private\TickTaskManager.cpp:289]
FactoryGame_Engine_Win64_Shipping!TGraphTask<FTickFunctionTask>::ExecuteTask() [D:\BuildAgent\work\78a794e88763017d\UE4\Engine\Source\Runtime\Core\Public\Async\TaskGraphInterfaces.h:891]
FactoryGame_Core_Win64_Shipping!FNamedTaskThread::ProcessTasksUntilQuit() [D:\BuildAgent\work\78a794e88763017d\UE4\Engine\Source\Runtime\Core\Private\Async\TaskGraph.cpp:600]
FactoryGame_Core_Win64_Shipping!FTaskGraphImplementation::WaitUntilTasksComplete() [D:\BuildAgent\work\78a794e88763017d\UE4\Engine\Source\Runtime\Core\Private\Async\TaskGraph.cpp:1525]
FactoryGame_Engine_Win64_Shipping!FTickTaskSequencer::ReleaseTickGroup() [D:\BuildAgent\work\78a794e88763017d\UE4\Engine\Source\Runtime\Engine\Private\TickTaskManager.cpp:568]
FactoryGame_Engine_Win64_Shipping!FTickTaskManager::RunTickGroup() [D:\BuildAgent\work\78a794e88763017d\UE4\Engine\Source\Runtime\Engine\Private\TickTaskManager.cpp:1590]
FactoryGame_Engine_Win64_Shipping!UWorld::Tick() [D:\BuildAgent\work\78a794e88763017d\UE4\Engine\Source\Runtime\Engine\Private\LevelTick.cpp:1463]
FactoryGame_Engine_Win64_Shipping!UGameEngine::Tick() [D:\BuildAgent\work\78a794e88763017d\UE4\Engine\Source\Runtime\Engine\Private\GameEngine.cpp:1802]
FactoryGame_FactoryGame_Win64_Shipping!UFGGameEngine::Tick() [D:\BuildAgent\work\78a794e88763017d\UE4\Games\FactoryGame\Source\FactoryGame\Private\FGGameEngine.cpp:16]
FactoryGame_Win64_Shipping!FEngineLoop::Tick() [D:\BuildAgent\work\78a794e88763017d\UE4\Engine\Source\Runtime\Launch\Private\LaunchEngineLoop.cpp:4896]
FactoryGame_Win64_Shipping!GuardedMain() [D:\BuildAgent\work\78a794e88763017d\UE4\Engine\Source\Runtime\Launch\Private\Launch.cpp:169]
FactoryGame_Win64_Shipping!GuardedMainWrapper() [D:\BuildAgent\work\78a794e88763017d\UE4\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:137]
FactoryGame_Win64_Shipping!WinMain() [D:\BuildAgent\work\78a794e88763017d\UE4\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:268]
FactoryGame_Win64_Shipping!__scrt_common_main_seh() [D:\a\_work\1\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl:288]
kernel32
ntdll
(I hope this helps you out for finding the bug @SmartFoundations)
Describe the bug When the host and the client are far away from eachother the camera feature makes the client crash. Happened while trying to build a Conveyor Lift on a machine.
To Reproduce Steps to reproduce the behavior:
Screenshot of the mod's configuration Please add a screenshot with the settings screen so that we could understand better what is going on.
Screenshots/videos If applicable, add screenshots/videos to help explain your problem.
(please complete the following information):
Additional context Tried with only Smart activated, crash is still occuring. Game for client does not crash when the host & client are closeby, but the client sees host's feet in the camera. After disabling the camera settings for both the host & the client, no crash.
Here is the crash log from the client: UE4CC-Windows-DE0B4F2740247A683F76ADA72131EEB5_0000.zip