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- Fatal error crash in runnable thread taskgraphthreadnp 1
- Fatal error crash in runnable thread taskgraphthreadnp 1
- Fatal error crash in runnable thread taskgraphthreadnp 1
Fatal error crash in runnable thread taskgraphthreadnp 1
The following pops up after I’m in a server for under a minute in a server:
«Fatal error: [File:Unknown] [Line: 826]
Rendering thread exception:
Fatal error: [File:Unknown] [Line: 200]
Unreal Engine is exiting due to D3D device being lost. (Error: 0x887A0006 — ‘HUNG’)
0x00007ffef1f21f28 KERNELBASE.dll!UnknownFunction []
0x00007ff69782e269 TheIsle-Win64-Shipping.exe!UnknownFunction []
0x00007ff697864c59 TheIsle-Win64-Shipping.exe!UnknownFunction []
0x00007ff6977edbac TheIsle-Win64-Shipping.exe!UnknownFunction []
0x00007ff6977b8a2d TheIsle-Win64-Shipping.exe!UnknownFunction []
0x00007ff697c81c8b TheIsle-Win64-Shipping.exe!UnknownFunction []
0x00007ff697c82abb TheIsle-Win64-Shipping.exe!UnknownFunction []
0x00007ff697c6e630 TheIsle-Win64-Shipping.exe!UnknownFunction []
0x00007ff697c7a618 TheIsle-Win64-Shipping.exe!UnknownFunction []
0x00007ff697f5e306 TheIsle-Win64-Shipping.exe!UnknownFunction []
0x00007ff697f806b7 TheIsle-Win64-Shipping.exe!UnknownFunction []
0x00007ff697f8b05b TheIsle-Win64-Shipping.exe!UnknownFunction []
0x00007ff697f769ca TheIsle-Win64-Shipping.exe!UnknownFunction []
0x00007ff697f87deb TheIsle-Win64-Shipping.exe!UnknownFunction []
0x00007ff697d4043a TheIsle-Win64-Shipping.exe!UnknownFunction []
0x00007ff697f4c38f TheIsle-Win64-Shipping.exe!UnknownFunction []
0x00007ff697f3e669 TheIsle-Win64-Shipping.exe!UnknownFunction []
0x00007ff6977276f3 TheIsle-Win64-Shipping.exe!UnknownFunction []
0x00007ff6980b65b2 TheIsle-Win64-Shipping.exe!UnknownFunction []
0x00007ff6980b6638 TheIsle-Win64-Shipping.exe!UnknownFunction []
0x00007ff6978391ab TheIsle-Win64-Shipping.exe!UnknownFunction []
0x00007ff69783668c TheIsle-Win64-Shipping.exe!UnknownFunction []
0x00007ffef33d8102 KERNEL32.DLL!UnknownFunction []
0x00007ffef4efc5b4 ntdll.dll!UnknownFunction []»
If anyone could help me solve this, that’d be fantastic 🙂
I have a similar problem, times varies of course but the game crashes within the first minute for sure. The few times the game loaded, the lighting effects where flashing all over, it seemed stuck between night and day cycle.
I get different errors, but this is the most common one I have seen.
«Fatal error: [File:Unknown] [Line: 242]
CommandList->Close() failed
at d:unrealengineenginesourceruntimed3d12rhiprivateD3D12CommandList.h:66
with error E_INVALIDARG
Crash in runnable thread RHIThread «
I have googled for recent posts, but I only came across yours that fitted the time frame.
The issue started after the last mega update, I just gave a day to make sure everything was ok on my end. Video drivers are up to date and I have followed the instructions for winsock reset on forums, etc. I did a clean install and it didn´t work either.
I did run other games normally so the hardware seems to be doing fine as well.
Finally I decided to go with the bare minimum on the graphics settings (everything on low), but still got this one:
«Fatal error: [File:Unknown] [Line: 242]
Device->CreatePipelineState(Desc, IID_PPV_ARGS(&PSO)) failed
at D:UnrealEngineEngineSourceRuntimeD3D12RHIPrivateWindowsWindowsD3D12PipelineState.cpp:762
with error E_INVALIDARG
Crash in runnable thread TaskGraphThreadNP 4″
So that is my story so far. I will reinstall a second time and update this thread if anything changes, but I highly doubt it as I uninstalled using the steam app and than fetched the folder in steamapps and deleted it there as well.
Just an important note here, this is on the official server too, so please verify if you are not by any chance using an outated server.
Hope to see you back on your feet and hungry soon!
I have a similar problem, times varies of course but the game crashes within the first minute for sure. The few times the game loaded, the lighting effects where flashing all over, it seemed stuck between night and day cycle.
I get different errors, but this is the most common one I have seen.
«Fatal error: [File:Unknown] [Line: 242]
CommandList->Close() failed
at d:unrealengineenginesourceruntimed3d12rhiprivateD3D12CommandList.h:66
with error E_INVALIDARG
Crash in runnable thread RHIThread «
I have googled for recent posts, but I only came across yours that fitted the time frame.
The issue started after the last mega update, I just gave a day to make sure everything was ok on my end. Video drivers are up to date and I have followed the instructions for winsock reset on forums, etc. I did a clean install and it didn´t work either.
I did run other games normally so the hardware seems to be doing fine as well.
Finally I decided to go with the bare minimum on the graphics settings (everything on low), but still got this one:
«Fatal error: [File:Unknown] [Line: 242]
Device->CreatePipelineState(Desc, IID_PPV_ARGS(&PSO)) failed
at D:UnrealEngineEngineSourceRuntimeD3D12RHIPrivateWindowsWindowsD3D12PipelineState.cpp:762
with error E_INVALIDARG
Crash in runnable thread TaskGraphThreadNP 4″
So that is my story so far. I will reinstall a second time and update this thread if anything changes, but I highly doubt it as I uninstalled using the steam app and than fetched the folder in steamapps and deleted it there as well.
Just an important note here, this is on the official server too, so please verify if you are not by any chance using an outated server.
Hope to see you back on your feet and hungry soon!
Источник
Fatal error crash in runnable thread taskgraphthreadnp 1
every time i start up my single player it goes well but after about 30 minutes to an hour it will give this crash message
VERSION: 329.49
ShooterGame.exe!FArchiveRealtimeGC::ProcessObjectArray() (0x00007ff7e6652556) + 37 bytes [f:buildgen2dlcenginesourceruntimecoreuobjectprivateuobjectgarbagecollection.cpp:784]
ShooterGame.exe!TGraphTask ::ExecuteTask() (0x00007ff7e663aa5d) + 9 bytes [f:buildgen2dlcenginesourceruntimecorepublicasynctaskgraphinterfaces.h:871]
ShooterGame.exe!FTaskThreadAnyThread::ProcessTasks() (0x00007ff7e6561313) + 0 bytes [f:buildgen2dlcenginesourceruntimecoreprivateasynctaskgraph.cpp:1257]
ShooterGame.exe!FTaskThreadAnyThread::ProcessTasksUntilQuit() (0x00007ff7e656219e) + 0 bytes [f:buildgen2dlcenginesourceruntimecoreprivateasynctaskgraph.cpp:1150]
ShooterGame.exe!FTaskThreadBase::Run() (0x00007ff7e65689eb) + 0 bytes [f:buildgen2dlcenginesourceruntimecoreprivateasynctaskgraph.cpp:622]
ShooterGame.exe!FRunnableThreadWin::Run() (0x00007ff7e6613b16) + 0 bytes [f:buildgen2dlcenginesourceruntimecoreprivatewindowswindowsrunnablethread.cpp:73]
ShooterGame.exe!FRunnableThreadWin::GuardedRun() (0x00007ff7e660efa8) + 8 bytes [f:buildgen2dlcenginesourceruntimecoreprivatewindowswindowsrunnablethread.cpp:26]
KERNEL32.DLL!UnknownFunction (0x00007ffd38587034) + 0 bytes [UnknownFile:0]
ntdll.dll!UnknownFunction (0x00007ffd393c2651) + 0 bytes [UnknownFile:0]
ntdll.dll!UnknownFunction (0x00007ffd393c2651) + 0 bytes [UnknownFile:0]
Crash in runnable thread TaskGraphThreadNP 1
Источник
Fatal error crash in runnable thread taskgraphthreadnp 1
I have been getting a fatal error that crashes the game 30 minutes into play. Seen a couple of other Fatal error threads but unsure if mine is the same or a different error so posting from scratch.
I have updated my Drivers and also checked that all Ark files are running properly through the steam function — 2 files were redownlaoded but still the fatal error happens. I copied the last one and pasted below — unsure if they are all the same error but assuming they are since it happens about 30 minutes in each time.
Can someone who can read computer error jargon please give me some help as to what to try next. Thank you.
VERSION: 345.3
UnknownModule!UnknownFunction (0x000001dcadf31020) + 0 bytes [UnknownFile:0]
PhysX3_x64.dll!physx::Sc::BodySim::activateInteractions() (0x00007ffcf6be31ff) + 0 bytes [e:arksvn_pcenginesourcethirdpartyphysxphysx_3.4sourcesimulationcontrollersrcscbodysim.cpp:502]
PhysX3_x64.dll!physx::Sc::BodySim::internalWakeUp() (0x00007ffcf6be33a2) + 99 bytes [e:arksvn_pcenginesourcethirdpartyphysxphysx_3.4sourcesimulationcontrollersrcscbodysim.cpp:566]
PhysX3_x64.dll!physx::Sc::Scene::processLostTouchPairs() (0x00007ffcf6bab171) + 0 bytes [e:arksvn_pcenginesourcethirdpartyphysxphysx_3.4sourcesimulationcontrollersrcscscene.cpp:3779]
PhysX3_x64.dll!physx::Sc::Scene::islandInsertion() (0x00007ffcf6ba2530) + 0 bytes [e:arksvn_pcenginesourcethirdpartyphysxphysx_3.4sourcesimulationcontrollersrcscscene.cpp:6168]
PhysX3_x64.dll!physx::Cm::Task::run() (0x00007ffcf6acd5d2) + 0 bytes [e:arksvn_pcenginesourcethirdpartyphysxphysx_3.4sourcecommonsrccmtask.h:59]
ShooterGame.exe!TGraphTask ::ExecuteTask() (0x00007ff60b6826e7) + 0 bytes [f:buildlostislandenginesourceruntimecorepublicasynctaskgraphinterfaces.h:872]
ShooterGame.exe!FTaskThreadAnyThread::ProcessTasks() (0x00007ff60a9533b3) + 0 bytes [f:buildlostislandenginesourceruntimecoreprivateasynctaskgraph.cpp:1257]
ShooterGame.exe!FTaskThreadAnyThread::ProcessTasksUntilQuit() (0x00007ff60a95423e) + 0 bytes [f:buildlostislandenginesourceruntimecoreprivateasynctaskgraph.cpp:1150]
ShooterGame.exe!FTaskThreadBase::Run() (0x00007ff60a95aa8b) + 0 bytes [f:buildlostislandenginesourceruntimecoreprivateasynctaskgraph.cpp:622]
ShooterGame.exe!FRunnableThreadWin::Run() (0x00007ff60aa060f6) + 0 bytes [f:buildlostislandenginesourceruntimecoreprivatewindowswindowsrunnablethread.cpp:73]
ShooterGame.exe!FRunnableThreadWin::GuardedRun() (0x00007ff60aa01418) + 8 bytes [f:buildlostislandenginesourceruntimecoreprivatewindowswindowsrunnablethread.cpp:26]
KERNEL32.DLL!UnknownFunction (0x00007ffd2ed47034) + 0 bytes [UnknownFile:0]
ntdll.dll!UnknownFunction (0x00007ffd30002651) + 0 bytes [UnknownFile:0]
ntdll.dll!UnknownFunction (0x00007ffd30002651) + 0 bytes [UnknownFile:0]
Crash in runnable thread TaskGraphThreadNP 0
Post your specs. From a cursory glance, the top of the stack trace look like:
So likely it’s PhysX, which is the backend the game uses for like chemistry or biology or one of those science things.
If you have an NVIDIA card, make sure your drivers are up to date. If you don’t. still make sure your drivers are up to date :-).
Already posted that I just updated my Drivers to the latest because of this error — I did it not long before posting this help thread because the issue remained so that has been tried and failed.
Forgot to put that I am playing Single Player if that makes any difference.
Computer Information:
Manufacturer: Leading Edge Computers
Model: LECQ12ENVY
Form Factor: Desktop
No Touch Input Detected
Processor Information:
CPU Vendor: GenuineIntel
CPU Brand: Intel(R) Core(TM) i5-6400 CPU @ 2.70GHz
CPU Family: 0x6
CPU Model: 0x5e
CPU Stepping: 0x3
CPU Type: 0x0
Speed: 2712 Mhz
4 logical processors
4 physical processors
HyperThreading: Unsupported
FCMOV: Supported
SSE2: Supported
SSE3: Supported
SSSE3: Supported
SSE4a: Unsupported
SSE41: Supported
SSE42: Supported
AES: Supported
AVX: Supported
AVX2: Supported
AVX512F: Unsupported
AVX512PF: Unsupported
AVX512ER: Unsupported
AVX512CD: Unsupported
AVX512VNNI: Unsupported
SHA: Unsupported
CMPXCHG16B: Supported
LAHF/SAHF: Supported
PrefetchW: Unsupported
Operating System Version:
Windows 10 (64 bit)
NTFS: Supported
Crypto Provider Codes: Supported 311 0x0 0x0 0x0
Video Card:
Driver: NVIDIA GeForce GTX 1050 Ti
DirectX Driver Name: nvldumd.dll
Driver Version: 30.0.15.1215
DirectX Driver Version: 30.0.15.1215
Driver Date: 3 17 2022
OpenGL Version: 4.6
Desktop Color Depth: 32 bits per pixel
Monitor Refresh Rate: 59 Hz
DirectX Card: NVIDIA GeForce GTX 1050 Ti
VendorID: 0x10de
DeviceID: 0x1c82
Revision: 0xa1
Number of Monitors: 1
Number of Logical Video Cards: 1
No SLI or Crossfire Detected
Primary Display Resolution: 1920 x 1200
Desktop Resolution: 1920 x 1200
Primary Display Size: 20.39″ x 12.76″ (24.02″ diag)
51.8cm x 32.4cm (61.0cm diag)
Primary Bus: PCI Express 16x
Primary VRAM: 4095 MB
Supported MSAA Modes: 2x 4x 8x
Sound card:
Audio device: Speakers (Realtek High Definiti
Memory:
RAM: 8144 MB
VR Hardware:
VR Headset: None detected
Miscellaneous:
UI Language: English
Media Type: DVD
Total Hard Disk Space Available: 2383465 MB
Largest Free Hard Disk Block: 805783 MB
OS Install Date: Feb 08 2021
Game Controller: XInput Controller #1 detected
MAC Address hash: fb7cd4c4a04608fbb7a49f0b251aac236519f6ff
Storage:
Disk serial number hash: 0
Number of SSDs: 1
SSD sizes: 500G
Number of HDDs: 2
HDD sizes: 1000G1000G
1. Verifying files with 1-3 files being redone usually has nothing to do with fixing an issue and is more due to the server list dynmic changes.
2. Your rig is a lower end one and not meant to play ark in the top settings. Make sure, per nvidia geforce experience’s recommendations, that you are playing in the settings they suggest. However if you are playing with conditions in game that are even more stressing things(super boosted stats, mods, mall sized bases and dino lots and more then you’ll need to adjust down as recommended settings are for default game play.
3. Are you using modded content? If so list all mods by name and in their load order.
Ok so still 30 minute crash out
VERSION: 345.3
UnknownModule!UnknownFunction (0x000001996ef25a60) + 0 bytes [UnknownFile:0]
PhysX3_x64.dll!physx::Sc::BodySim::activateInteractions() (0x00007ffcb8e731ff) + 0 bytes [e:arksvn_pcenginesourcethirdpartyphysxphysx_3.4sourcesimulationcontrollersrcscbodysim.cpp:502]
PhysX3_x64.dll!physx::Sc::BodySim::internalWakeUp() (0x00007ffcb8e733a2) + 99 bytes [e:arksvn_pcenginesourcethirdpartyphysxphysx_3.4sourcesimulationcontrollersrcscbodysim.cpp:566]
PhysX3_x64.dll!physx::Sc::Scene::processLostTouchPairs() (0x00007ffcb8e3b171) + 0 bytes [e:arksvn_pcenginesourcethirdpartyphysxphysx_3.4sourcesimulationcontrollersrcscscene.cpp:3779]
PhysX3_x64.dll!physx::Sc::Scene::islandInsertion() (0x00007ffcb8e32530) + 0 bytes [e:arksvn_pcenginesourcethirdpartyphysxphysx_3.4sourcesimulationcontrollersrcscscene.cpp:6168]
PhysX3_x64.dll!physx::Cm::Task::run() (0x00007ffcb8d5d5d2) + 0 bytes [e:arksvn_pcenginesourcethirdpartyphysxphysx_3.4sourcecommonsrccmtask.h:59]
ShooterGame.exe!TGraphTask ::ExecuteTask() (0x00007ff7b95726e7) + 0 bytes [f:buildlostislandenginesourceruntimecorepublicasynctaskgraphinterfaces.h:872]
ShooterGame.exe!FTaskThreadAnyThread::ProcessTasks() (0x00007ff7b88433b3) + 0 bytes [f:buildlostislandenginesourceruntimecoreprivateasynctaskgraph.cpp:1257]
ShooterGame.exe!FTaskThreadAnyThread::ProcessTasksUntilQuit() (0x00007ff7b884423e) + 0 bytes [f:buildlostislandenginesourceruntimecoreprivateasynctaskgraph.cpp:1150]
ShooterGame.exe!FTaskThreadBase::Run() (0x00007ff7b884aa8b) + 0 bytes [f:buildlostislandenginesourceruntimecoreprivateasynctaskgraph.cpp:622]
ShooterGame.exe!FRunnableThreadWin::Run() (0x00007ff7b88f60f6) + 0 bytes [f:buildlostislandenginesourceruntimecoreprivatewindowswindowsrunnablethread.cpp:73]
ShooterGame.exe!FRunnableThreadWin::GuardedRun() (0x00007ff7b88f1418) + 8 bytes [f:buildlostislandenginesourceruntimecoreprivatewindowswindowsrunnablethread.cpp:26]
KERNEL32.DLL!UnknownFunction (0x00007ffd2ed47034) + 0 bytes [UnknownFile:0]
ntdll.dll!UnknownFunction (0x00007ffd30002651) + 0 bytes [UnknownFile:0]
ntdll.dll!UnknownFunction (0x00007ffd30002651) + 0 bytes [UnknownFile:0]
Crash in runnable thread TaskGraphThreadNP 1
Yes playing modded server — with a lot of mods. Wouldn’t say my base is Mall sized compared to what I have seen others do but its not a small hut. I don’t have that many dinos.
Mod List:
Castles, Keeps, And Forts Remastered
Bulk Crafters
Death Recovery Mod (V1.13)
Upgrade Station V1.81
Awesome Teleporters
Ecos RP Decor
Super Structures
RP Visual Storage
Ecos Primordial Decor
Awesome Spyglass
Hg Stacking Mod
Bitou2k’s Kibble: Craft Station
Accessories Plus
Dino Storage V2
Ecos Garden Decore
Ecos Terrariums
Crystal Clear
Cross Genesis 1
Ecos Chibi Displays
I think I just updated the Drivers — it was under the ‘drivers’ tab in the NVIDIA panel
Yes playing modded server — with a lot of mods. Wouldn’t say my base is Mall sized compared to what I have seen others do but its not a small hut. I don’t have that many dinos.
Mod List:
Castles, Keeps, And Forts Remastered
Bulk Crafters
Death Recovery Mod (V1.13)
Upgrade Station V1.81
Awesome Teleporters
Ecos RP Decor
Super Structures
RP Visual Storage
Ecos Primordial Decor
Awesome Spyglass
Hg Stacking Mod
Bitou2k’s Kibble: Craft Station
Accessories Plus
Dino Storage V2
Ecos Garden Decore
Ecos Terrariums
Crystal Clear
Cross Genesis 1
Ecos Chibi Displays
Sigh, as suspected, you have some serious issues with mods.
1. Bulk crafters and any mods by that mod maker are -not- to be used. That modder was banned from the devkit by the devs many many years ago for all manner of antics up to and including putting code in their mods to sabotage other mods.
Also if you bothered to read the directions for using that more, they’d clearly stated that it is to specifically be used with their stacking mod too, which you are not using.
100% get rid of that mod.
2. Stacking mods are meant to be as close or or at the top of the load list. HG is not.
3. You also have other mods on that list that are known to be broken and long abandoned by their mod makers.
All in all seriously clean up your mod mess.
Keep in mind these common rules for using ark mods:
1. Dont use broken abandoned mods. Always read the last time updated and any comments or information by the mod maker and others about the mod.
2. Always follow the directions the mod page instructions specify. If its instructions are in conflict with another mod(s) either dont use it or dont use the other mods in conflict.
3. Dont use multiple overhaul mods together.
4. Don’t use multiple dino adding mods from other different mod makers unless they specify their mods work with others.
5. Always be ready at any update to the main game that a mod or mods will break. Its a gamble. Additionally always be aware that updates to the devkit(which are at a separate interval of time to help modders update mods after a game update) may not have the modder update the mods quickly(or ever) and thus modders updating a mod can cause issues.
and I could go on.
At any rate, sort your mods and lets see from there.
I think I just updated the Drivers — it was under the ‘drivers’ tab in the NVIDIA panel
Use the nvidia geforce experience’s updating system for updating your gpu driver and not 3rd party ones.
Also, do not use the nvidia geforce in game overlay with ark. It can and will cause issues.
Dont use msi afterburner either.
And lastly dont overclock. Overclocking is also an known issue maker with the game.
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I got this error on Lost Island. We are playing on an unofficial server. This seems to be happening more and more to us.
Anyone know what is causing it?
Fatal error!
VERSION: 342.2
PhysX3_x64.dll!physx::Sq::BucketPrunerCore::removeObject() (0x00007fff3c8c1f9e) + 0 bytes [e:arksvn_pcenginesourcethirdpartyphysxphysx_3.4sourcescenequerysrcsqbucketpruner.cpp:675]
PhysX3_x64.dll!physx::Sq::BucketPrunerCore::updateObject() (0x00007fff3c8c20f5) + 16 bytes [e:arksvn_pcenginesourcethirdpartyphysxphysx_3.4sourcescenequerysrcsqbucketpruner.cpp:723]
PhysX3_x64.dll!physx::Sq::ExtendedBucketPruner::updateObject() (0x00007fff3c8c9e53) + 15 bytes [e:arksvn_pcenginesourcethirdpartyphysxphysx_3.4sourcescenequerysrcsqextendedbucketpruner.cpp:226]
PhysX3_x64.dll!physx::Sq::AABBPruner::updateObjects() (0x00007fff3c8b835d) + 27 bytes [e:arksvn_pcenginesourcethirdpartyphysxphysx_3.4sourcescenequerysrcsqaabbpruner.cpp:155]
PhysX3_x64.dll!physx::Sq::SceneQueryManager::flushShapes() (0x00007fff3c8b70e1) + 129 bytes [e:arksvn_pcenginesourcethirdpartyphysxphysx_3.4sourcescenequerysrcsqscenequerymanager.cpp:450]
PhysX3_x64.dll!physx::Sq::SceneQueryManager::flushUpdates() (0x00007fff3c8b6ad7) + 0 bytes [e:arksvn_pcenginesourcethirdpartyphysxphysx_3.4sourcescenequerysrcsqscenequerymanager.cpp:459]
PhysX3_x64.dll!physx::NpSceneQueries::multiQuery<physx::PxRaycastHit>() (0x00007fff3c7fee44) + 0 bytes [e:arksvn_pcenginesourcethirdpartyphysxphysx_3.4sourcephysxsrcnpscenequeries.cpp:740]
PhysX3_x64.dll!physx::NpSceneQueries::raycast() (0x00007fff3c7fe401) + 65 bytes [e:arksvn_pcenginesourcethirdpartyphysxphysx_3.4sourcephysxsrcnpscenequeries.cpp:90]
ShooterGame.exe!RaycastSingle() (0x00007ff7c3daf505) + 0 bytes [f:buildlostislandenginesourceruntimeengineprivatecollisionphysxcollision.cpp:915]
ShooterGame.exe!UWorld::LineTraceSingle() (0x00007ff7c3dac4b5) + 0 bytes [f:buildlostislandenginesourceruntimeengineprivatecollisionworldcollision.cpp:92]
ShooterGame.exe!FAnimNode_GroundBones::AlignGroundBoneChain() (0x00007ff7c3d13a79) + 112 bytes [f:buildlostislandenginesourceruntimeengineprivateanimationanimnode_groundbones.cpp:184]
ShooterGame.exe!FAnimNode_GroundBones::EvaluateBoneTransforms() (0x00007ff7c3d254f2) + 26 bytes [f:buildlostislandenginesourceruntimeengineprivateanimationanimnode_groundbones.cpp:508]
ShooterGame.exe!FAnimNode_SkeletalControlBase::EvaluateComponentSpace() (0x00007ff7c3d276f8) + 0 bytes [f:buildlostislandenginesourceruntimeengineprivateanimationanimnodeskeletalcontrolbase.cpp:57]
ShooterGame.exe!FAnimNode_ConvertComponentToLocalSpace::Evaluate() (0x00007ff7c3d2229b) + 36 bytes [f:buildlostislandenginesourceruntimeengineprivateanimationanimnodespaceconversions.cpp:32]
ShooterGame.exe!FAnimNode_BlendListBase::Evaluate() (0x00007ff7c3d220a6) + 39 bytes [f:buildlostislandenginesourceruntimeengineprivateanimationanimnode_blendlistbase.cpp:137]
ShooterGame.exe!FAnimNode_BlendListBase::Evaluate() (0x00007ff7c3d220a6) + 39 bytes [f:buildlostislandenginesourceruntimeengineprivateanimationanimnode_blendlistbase.cpp:137]
ShooterGame.exe!FAnimNode_ApplyAdditive::Evaluate() (0x00007ff7c3d21d1e) + 33 bytes [f:buildlostislandenginesourceruntimeengineprivateanimationanimnode_applyadditive.cpp:42]
ShooterGame.exe!FAnimNode_BlendListBase::Evaluate() (0x00007ff7c3d220a6) + 39 bytes [f:buildlostislandenginesourceruntimeengineprivateanimationanimnode_blendlistbase.cpp:137]
ShooterGame.exe!FPoseLink::Evaluate() (0x00007ff7c3d228d6) + 0 bytes [f:buildlostislandenginesourceruntimeengineprivateanimationanimnodebase.cpp:188]
ShooterGame.exe!UAnimInstance::EvaluateAnimation() (0x00007ff7c3d229a8) + 0 bytes [f:buildlostislandenginesourceruntimeengineprivateanimationaniminstance.cpp:494]
ShooterGame.exe!USkeletalMeshComponent::EvaluateAnimation() (0x00007ff7c3b723d6) + 0 bytes [f:buildlostislandenginesourceruntimeengineprivateskeletalmeshcomponent.cpp:1206]
ShooterGame.exe!USkeletalMeshComponent::ParallelAnimationEvaluation() (0x00007ff7c3b8509a) + 90 bytes [f:buildlostislandenginesourceruntimeengineclassescomponentsskeletalmeshcomponent.h:1623]
ShooterGame.exe!TGraphTask<FParallelAnimationEvaluationTask>::ExecuteTask() (0x00007ff7c3b72cfd) + 0 bytes [f:buildlostislandenginesourceruntimecorepublicasynctaskgraphinterfaces.h:876]
ShooterGame.exe!FTaskThreadAnyThread::ProcessTasks() (0x00007ff7c31ca093) + 0 bytes [f:buildlostislandenginesourceruntimecoreprivateasynctaskgraph.cpp:1257]
ShooterGame.exe!FTaskThreadAnyThread::ProcessTasksUntilQuit() (0x00007ff7c31caf1e) + 0 bytes [f:buildlostislandenginesourceruntimecoreprivateasynctaskgraph.cpp:1150]
ShooterGame.exe!FTaskThreadBase::Run() (0x00007ff7c31d18db) + 0 bytes [f:buildlostislandenginesourceruntimecoreprivateasynctaskgraph.cpp:622]
ShooterGame.exe!FRunnableThreadWin::Run() (0x00007ff7c327c316) + 0 bytes [f:buildlostislandenginesourceruntimecoreprivatewindowswindowsrunnablethread.cpp:73]
ShooterGame.exe!FRunnableThreadWin::GuardedRun() (0x00007ff7c3277818) + 8 bytes [f:buildlostislandenginesourceruntimecoreprivatewindowswindowsrunnablethread.cpp:26]
KERNEL32.DLL!UnknownFunction (0x00007fff7f4e7034) + 0 bytes [UnknownFile:0]
ntdll.dll!UnknownFunction (0x00007fff80c42651) + 0 bytes [UnknownFile:0]
ntdll.dll!UnknownFunction (0x00007fff80c42651) + 0 bytes [UnknownFile:0]
Crash in runnable thread TaskGraphThreadNP 1
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Both time that this happened, I was swinging my camera, right to left very quickly. Now I am worried about doing anything on Lost Island. I am trying my best not to swing my camera but it is very difficult.
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It happened again. I was in the swamp on Lost Island, swung my camera from right to left and got the fatel error. This is making my game unplayable. 😕
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Have you tried validating your games files?
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Yes, I validated my files first thing. There is something off about Lost Island. I have played so many maps over time but this one feels different.
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I think PhysX3_x64.dll is an NVidia file, so you could also check that your graphics drivers are up to date.
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Having said that, I’m using NVidia’s driver version 456.71 without a problem on Lost Island.
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Yes, I keep my drivers updated. I just checked and it says I have the latest driver.
It is a problem with Lost Island. My daughter also is crashing and I have seen multiple people say the same thing. We just need to help the developers understand so they know how to fix the problems.
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Getting the same error, but not on lost isle (even though it says lost isle in the error in places)…this is just trying to log in, period! Tried Genesis 2 several times as well as the island, this error occurs before I’m in game even.
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Another error. It happened again. Camera going right to left.
Fatal error!
VERSION: 342.2
PhysX3_x64.dll!physx::Sq::BucketPrunerCore::removeObject() (0x00007ffc50df1f9e) + 0 bytes [e:arksvn_pcenginesourcethirdpartyphysxphysx_3.4sourcescenequerysrcsqbucketpruner.cpp:675]
PhysX3_x64.dll!physx::Sq::BucketPrunerCore::updateObject() (0x00007ffc50df20f5) + 16 bytes [e:arksvn_pcenginesourcethirdpartyphysxphysx_3.4sourcescenequerysrcsqbucketpruner.cpp:723]
PhysX3_x64.dll!physx::Sq::ExtendedBucketPruner::updateObject() (0x00007ffc50df9e53) + 15 bytes [e:arksvn_pcenginesourcethirdpartyphysxphysx_3.4sourcescenequerysrcsqextendedbucketpruner.cpp:226]
PhysX3_x64.dll!physx::Sq::AABBPruner::updateObjects() (0x00007ffc50de835d) + 27 bytes [e:arksvn_pcenginesourcethirdpartyphysxphysx_3.4sourcescenequerysrcsqaabbpruner.cpp:155]
PhysX3_x64.dll!physx::Sq::SceneQueryManager::flushShapes() (0x00007ffc50de70e1) + 129 bytes [e:arksvn_pcenginesourcethirdpartyphysxphysx_3.4sourcescenequerysrcsqscenequerymanager.cpp:450]
PhysX3_x64.dll!physx::Sq::SceneQueryManager::flushUpdates() (0x00007ffc50de6ad7) + 0 bytes [e:arksvn_pcenginesourcethirdpartyphysxphysx_3.4sourcescenequerysrcsqscenequerymanager.cpp:459]
PhysX3_x64.dll!physx::NpSceneQueries::multiQuery<physx::PxRaycastHit>() (0x00007ffc50d2ee44) + 0 bytes [e:arksvn_pcenginesourcethirdpartyphysxphysx_3.4sourcephysxsrcnpscenequeries.cpp:740]
PhysX3_x64.dll!physx::NpSceneQueries::raycast() (0x00007ffc50d2e401) + 65 bytes [e:arksvn_pcenginesourcethirdpartyphysxphysx_3.4sourcephysxsrcnpscenequeries.cpp:90]
ShooterGame.exe!RaycastSingle() (0x00007ff69fa5f505) + 0 bytes [f:buildlostislandenginesourceruntimeengineprivatecollisionphysxcollision.cpp:915]
ShooterGame.exe!UWorld::LineTraceSingle() (0x00007ff69fa5c4b5) + 0 bytes [f:buildlostislandenginesourceruntimeengineprivatecollisionworldcollision.cpp:92]
ShooterGame.exe!FAnimNode_GroundBones::AlignGroundBoneChain() (0x00007ff69f9c3a79) + 112 bytes [f:buildlostislandenginesourceruntimeengineprivateanimationanimnode_groundbones.cpp:184]
ShooterGame.exe!FAnimNode_GroundBones::EvaluateBoneTransforms() (0x00007ff69f9d54f2) + 26 bytes [f:buildlostislandenginesourceruntimeengineprivateanimationanimnode_groundbones.cpp:508]
ShooterGame.exe!FAnimNode_SkeletalControlBase::EvaluateComponentSpace() (0x00007ff69f9d76f8) + 0 bytes [f:buildlostislandenginesourceruntimeengineprivateanimationanimnodeskeletalcontrolbase.cpp:57]
ShooterGame.exe!FAnimNode_ConvertComponentToLocalSpace::Evaluate() (0x00007ff69f9d229b) + 36 bytes [f:buildlostislandenginesourceruntimeengineprivateanimationanimnodespaceconversions.cpp:32]
ShooterGame.exe!FAnimNode_BlendListBase::Evaluate() (0x00007ff69f9d20a6) + 39 bytes [f:buildlostislandenginesourceruntimeengineprivateanimationanimnode_blendlistbase.cpp:137]
ShooterGame.exe!FAnimNode_BlendListBase::Evaluate() (0x00007ff69f9d20a6) + 39 bytes [f:buildlostislandenginesourceruntimeengineprivateanimationanimnode_blendlistbase.cpp:137]
ShooterGame.exe!FPoseLink::Evaluate() (0x00007ff69f9d28d6) + 0 bytes [f:buildlostislandenginesourceruntimeengineprivateanimationanimnodebase.cpp:188]
ShooterGame.exe!FAnimNode_ApplyAdditive::Evaluate() (0x00007ff69f9d1e39) + 0 bytes [f:buildlostislandenginesourceruntimeengineprivateanimationanimnode_applyadditive.cpp:51]
ShooterGame.exe!FAnimNode_BlendListBase::Evaluate() (0x00007ff69f9d20a6) + 39 bytes [f:buildlostislandenginesourceruntimeengineprivateanimationanimnode_blendlistbase.cpp:137]
ShooterGame.exe!FPoseLink::Evaluate() (0x00007ff69f9d28d6) + 0 bytes [f:buildlostislandenginesourceruntimeengineprivateanimationanimnodebase.cpp:188]
ShooterGame.exe!UAnimInstance::EvaluateAnimation() (0x00007ff69f9d29a8) + 0 bytes [f:buildlostislandenginesourceruntimeengineprivateanimationaniminstance.cpp:494]
ShooterGame.exe!USkeletalMeshComponent::EvaluateAnimation() (0x00007ff69f8223d6) + 0 bytes [f:buildlostislandenginesourceruntimeengineprivateskeletalmeshcomponent.cpp:1206]
ShooterGame.exe!USkeletalMeshComponent::ParallelAnimationEvaluation() (0x00007ff69f83509a) + 90 bytes [f:buildlostislandenginesourceruntimeengineclassescomponentsskeletalmeshcomponent.h:1623]
ShooterGame.exe!TGraphTask<FParallelAnimationEvaluationTask>::ExecuteTask() (0x00007ff69f822cfd) + 0 bytes [f:buildlostislandenginesourceruntimecorepublicasynctaskgraphinterfaces.h:876]
ShooterGame.exe!FTaskThreadAnyThread::ProcessTasks() (0x00007ff69ee7a093) + 0 bytes [f:buildlostislandenginesourceruntimecoreprivateasynctaskgraph.cpp:1257]
ShooterGame.exe!FTaskThreadAnyThread::ProcessTasksUntilQuit() (0x00007ff69ee7af1e) + 0 bytes [f:buildlostislandenginesourceruntimecoreprivateasynctaskgraph.cpp:1150]
ShooterGame.exe!FTaskThreadBase::Run() (0x00007ff69ee818db) + 0 bytes [f:buildlostislandenginesourceruntimecoreprivateasynctaskgraph.cpp:622]
ShooterGame.exe!FRunnableThreadWin::Run() (0x00007ff69ef2c316) + 0 bytes [f:buildlostislandenginesourceruntimecoreprivatewindowswindowsrunnablethread.cpp:73]
ShooterGame.exe!FRunnableThreadWin::GuardedRun() (0x00007ff69ef27818) + 8 bytes [f:buildlostislandenginesourceruntimecoreprivatewindowswindowsrunnablethread.cpp:26]
KERNEL32.DLL!UnknownFunction (0x00007ffca3257034) + 0 bytes [UnknownFile:0]
ntdll.dll!UnknownFunction (0x00007ffca4842651) + 0 bytes [UnknownFile:0]
ntdll.dll!UnknownFunction (0x00007ffca4842651) + 0 bytes [UnknownFile:0]
Crash in runnable thread TaskGraphThreadNP 0
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Having this same error even when trying to play on the island, it has to do with lost island itself as if you go to reviews same people have the problem. Validating and updating nvidia has done nothing to help so I’ve had to uninstall ark and I’ll see if that does anything
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i’ve been having this problem for several days, i tried to delete lost island just cuz i could play on ragnarok it doesn’t even let me start the game
mine says this
Fatal error!
VERSION: 345.3
ShooterGame.exe!UObject::CallFunction() (0x00007ff65ffcc11a) + 0 bytes [f:buildlostislandenginesourceruntimecoreuobjectprivateuobjectscriptcore.cpp:372]
ShooterGame.exe!UObject::ProcessContextOpcode() (0x00007ff65ffdfc9c) + 0 bytes [f:buildlostislandenginesourceruntimecoreuobjectprivateuobjectscriptcore.cpp:1431]
ShooterGame.exe!UObject::ProcessInternal() (0x00007ff65ffe040f) + 0 bytes [f:buildlostislandenginesourceruntimecoreuobjectprivateuobjectscriptcore.cpp:594]
ShooterGame.exe!UObject::CallFunction() (0x00007ff65ffcc562) + 0 bytes [f:buildlostislandenginesourceruntimecoreuobjectprivateuobjectscriptcore.cpp:509]
ShooterGame.exe!UObject::ProcessInternal() (0x00007ff65ffe040f) + 0 bytes [f:buildlostislandenginesourceruntimecoreuobjectprivateuobjectscriptcore.cpp:594]
ShooterGame.exe!UObject::CallFunction() (0x00007ff65ffcc562) + 0 bytes [f:buildlostislandenginesourceruntimecoreuobjectprivateuobjectscriptcore.cpp:509]
ShooterGame.exe!UObject::ProcessContextOpcode() (0x00007ff65ffdfc9c) + 0 bytes [f:buildlostislandenginesourceruntimecoreuobjectprivateuobjectscriptcore.cpp:1431]
ShooterGame.exe!UObject::ProcessInternal() (0x00007ff65ffe040f) + 0 bytes [f:buildlostislandenginesourceruntimecoreuobjectprivateuobjectscriptcore.cpp:594]
ShooterGame.exe!UFunction::Invoke() (0x00007ff65ffaa4fc) + 6 bytes [f:buildlostislandenginesourceruntimecoreuobjectprivateuobjectclass.cpp:3822]
ShooterGame.exe!UObject::ProcessEvent() (0x00007ff65ffe0128) + 0 bytes [f:buildlostislandenginesourceruntimecoreuobjectprivateuobjectscriptcore.cpp:931]
ShooterGame.exe!AActor::ProcessEvent() (0x00007ff6605c2dd0) + 0 bytes [f:buildlostislandenginesourceruntimeengineprivateactor.cpp:647]
ShooterGame.exe!AActor::BeginPlay() (0x00007ff6605a341b) + 0 bytes [f:buildlostislandenginesourceruntimeengineprivateactor.cpp:2753]
ShooterGame.exe!APrimalTargetableActor::BeginPlay() (0x00007ff65e9f2fe3) + 0 bytes [f:buildlostislandprojectsshootergamesourceshootergameprivateprimaltargetableactor.cpp:79]
ShooterGame.exe!APrimalStructure::BeginPlay() (0x00007ff65e826ef3) + 0 bytes [f:buildlostislandprojectsshootergamesourceshootergameprivateprimalstructure.cpp:241]
ShooterGame.exe!UWorld::LoadFromFile() (0x00007ff660994a6a) + 0 bytes [f:buildlostislandenginesourceruntimeengineprivateworld.cpp:6776]
ShooterGame.exe!AShooterGameMode::LoadWorld() (0x00007ff65ed47117) + 2606 bytes [f:buildlostislandprojectsshootergamesourceshootergameprivateshootergamemode.cpp:2658]
ShooterGame.exe!AShooterGameMode::InitGame() (0x00007ff65ecfb7d7) + 0 bytes [f:buildlostislandprojectsshootergamesourceshootergameprivateshootergamemode.cpp:1461]
ShooterGame.exe!UWorld::InitializeActorsForPlay() (0x00007ff660992348) + 43 bytes [f:buildlostislandenginesourceruntimeengineprivateworld.cpp:3243]
ShooterGame.exe!UEngine::LoadMap() (0x00007ff66095632e) + 0 bytes [f:buildlostislandenginesourceruntimeengineprivateunrealengine.cpp:10371]
ShooterGame.exe!UEngine::Browse() (0x00007ff660936ef1) + 43 bytes [f:buildlostislandenginesourceruntimeengineprivateunrealengine.cpp:9028]
ShooterGame.exe!UEngine::TickWorldTravel() (0x00007ff66096ae3e) + 60 bytes [f:buildlostislandenginesourceruntimeengineprivateunrealengine.cpp:9200]
ShooterGame.exe!UGameEngine::Tick() (0x00007ff6606f5815) + 0 bytes [f:buildlostislandenginesourceruntimeengineprivategameengine.cpp:1156]
ShooterGame.exe!FEngineLoop::Tick() (0x00007ff65df85494) + 0 bytes [f:buildlostislandenginesourceruntimelaunchprivatelaunchengineloop.cpp:2647]
ShooterGame.exe!GuardedMain() (0x00007ff65df8040c) + 0 bytes [f:buildlostislandenginesourceruntimelaunchprivatelaunch.cpp:140]
ShooterGame.exe!GuardedMainWrapper() (0x00007ff65df8045a) + 5 bytes [f:buildlostislandenginesourceruntimelaunchprivatewindowslaunchwindows.cpp:125]
ShooterGame.exe!WinMain() (0x00007ff65df85e0c) + 17 bytes [f:buildlostislandenginesourceruntimelaunchprivatewindowslaunchwindows.cpp:213]
ShooterGame.exe!__tmainCRTStartup() (0x00007ff661792dad) + 21 bytes [f:ddvctoolscrtcrtw32dllstuffcrtexe.c:618]
KERNEL32.DLL!UnknownFunction (0x00007ffce30d7034) + 0 bytes [UnknownFile:0]
ntdll.dll!UnknownFunction (0x00007ffce3c22651) + 0 bytes [UnknownFile:0]
ntdll.dll!UnknownFunction (0x00007ffce3c22651) + 0 bytes [UnknownFile:0]
Crash in runnable thread SlateLoadingThread
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That is also what happens to me
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If it makes you feel better: My PS5 is suffering a lot of crashes lately. In the past most were kind of predictable and seem inventory related or when visiting too many busy bases.
Lately they just happen when (dis)mounting, wich is also causing camera movement. Might be related.
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no123
Member- Joined:
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Log:
Fatal error!Unhandled Exception: EXCEPTION_ACCESS_VIOLATION writing address 0xffffff87
0x0000000141e27a60 TS2Prototype-Win64-Shipping.exe!UnknownFunction []
0x0000000141e27878 TS2Prototype-Win64-Shipping.exe!UnknownFunction []
0x0000000141e156f2 TS2Prototype-Win64-Shipping.exe!UnknownFunction []
0x0000000141e25301 TS2Prototype-Win64-Shipping.exe!UnknownFunction []
0x0000000141a25eaf TS2Prototype-Win64-Shipping.exe!UnknownFunction []
0x0000000141b6fd0c TS2Prototype-Win64-Shipping.exe!UnknownFunction []
0x0000000140442a53 TS2Prototype-Win64-Shipping.exe!UnknownFunction []
0x00000001404417db TS2Prototype-Win64-Shipping.exe!UnknownFunction []
0x0000000140a4bd0c TS2Prototype-Win64-Shipping.exe!UnknownFunction []
0x0000000140a4e2dc TS2Prototype-Win64-Shipping.exe!UnknownFunction []
0x0000000140b6e4ab TS2Prototype-Win64-Shipping.exe!UnknownFunction []
0x0000000140b68817 TS2Prototype-Win64-Shipping.exe!UnknownFunction []
0x00007ffacfaa7c24 KERNEL32.DLL!UnknownFunction []
0x00007ffad130d4d1 ntdll.dll!UnknownFunction []Crash in runnable thread TaskGraphThreadHP 15
I’ve already created a ticket, but who also encountered this issue?
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seatsea
Active Member- Joined:
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I have also encountered the same issue (also with a 5700XT), it happens at random,
I created a ticket a while ago. They closed it saying they escalted it to the dev team but haven’t heard back since, and with no sign of it in the roadmap…
My error is very similar to yours.
Fatal error!Unhandled Exception: EXCEPTION_ACCESS_VIOLATION writing address 0xffffff87
0x0000000141e27a60 TS2Prototype-Win64-Shipping.exe!UnknownFunction []
0x0000000141e27878 TS2Prototype-Win64-Shipping.exe!UnknownFunction []
0x0000000141e156f2 TS2Prototype-Win64-Shipping.exe!UnknownFunction []
0x0000000141e25301 TS2Prototype-Win64-Shipping.exe!UnknownFunction []
0x0000000141a25eaf TS2Prototype-Win64-Shipping.exe!UnknownFunction []
0x0000000141b6fd0c TS2Prototype-Win64-Shipping.exe!UnknownFunction []
0x0000000140442a53 TS2Prototype-Win64-Shipping.exe!UnknownFunction []
0x00000001404417db TS2Prototype-Win64-Shipping.exe!UnknownFunction []
0x0000000140a4bd0c TS2Prototype-Win64-Shipping.exe!UnknownFunction []
0x0000000140a4e2dc TS2Prototype-Win64-Shipping.exe!UnknownFunction []
0x0000000140b6e4ab TS2Prototype-Win64-Shipping.exe!UnknownFunction []
0x0000000140b68817 TS2Prototype-Win64-Shipping.exe!UnknownFunction []
0x00007ffe62d17034 KERNEL32.DLL!UnknownFunction []
0x00007ffe63cfd0d1 ntdll.dll!UnknownFunction []Crash in runnable thread TaskGraphThreadHP 26TaskGraphThreadHP 16
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no123
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It doesn’t crash for me anymore and when loading the map the game lags at the beggining now.
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seatsea
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Have you changed anything in particular for it to stop crashing?
Rolling back my driver by several versions doesn’t seem to have helped either
Last edited: Dec 12, 2020
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bartolomaeusz
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I also have this CTD with a slightly different UE4 error message (nVidia RTX 2060 Super):
Unhandled exception
TS2Prototype_Win64_Shipping
TS2Prototype_Win64_Shipping
TS2Prototype_Win64_Shipping
TS2Prototype_Win64_Shipping
TS2Prototype_Win64_Shipping
TS2Prototype_Win64_Shipping
TS2Prototype_Win64_Shipping
TS2Prototype_Win64_Shipping
TS2Prototype_Win64_Shipping
TS2Prototype_Win64_Shipping
TS2Prototype_Win64_Shipping
TS2Prototype_Win64_Shipping
kernel32
ntdllI first noticed this in early November, after the Preserved Collection 5 update (I own all the DLC). With frequent pauses and saves, I can sometimes finish a Munchen-Augsburg or Isle of Wight service, but Bakerloo crashes every time, sometimes immediately, sometimes after one or two stations. I have an active ticket in (to my knowledge they did not close it, escalated to the Devs and asked for my crash dump files, which I provided. Meanwhile I am playing TSW 2020 which works great, TS 2021, and Trainz 2019, all of which run perfectly (as well as many other high graphics games).
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goupil74
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What is your driver version ? The max supported AMD version is officially 20.4.2 (https://store.steampowered.com/app/1282590/Train_Sim_World_2/). The 20.9 is affecting many crash, but 20.10.1 is ok for me. I haven’t test 20.11.x release now.
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I have been using 20.11.1 and have no issues at all.
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Jonsutt1
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When I play TSW2, my system crashes every few minutes. I’ve updated bios, chipset driver, graphics driver, LAN driver and USB driver. Windows updates are up to date. Still crashes about every 6-7 mins on average. I’ve rolled back graphics driver to earlier versions as suggested elsewhere, but it still crashes. Sometimes it crashes right at beginning of scenario as soon as opening scene appears and before using mouse i.e. when little on screen is moving and no user interaction is taking place.
It’s never repeatable. If I restart scenario, it won’t crash at same place again. I can’t tie crashing to any particular action or view. It seems truly random. I can’t predict precisely when a crash will occur. Crashes always take me back to desktop with UE4 Crash Reporter window displayed. I’ve never had a BSOD. After a crash, TSW2 can always be immediately restarted without having to take any other action (e.g. restarting PC). TS2021 and TSW2020 work fine with no crashes.
I hope DTG can solve it.
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Jonsutt1
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DTG appears to have solved it!!
This afternoon I installed the lasted nVidia graphics driver released today. When I launched TSW2 to test it, Steam automatically did what turned out to be a fairly major update (I reckon in the order of a 1GB download). I’ve just achieved a 45 min run on the Bakerloo Line without any crashes! Previously, it would crash every 6-7 min on average. Never had it so good!
Thank you DTG! -
bartolomaeusz
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the Mastery patch today seems to have fixed it
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Jonsutt1
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It was all going so well…
Today I’ve tried to run Sand Patch Grade. As soon as I loaded training module SD40-2 Introduction, it crashed to UE4 Crash Reporter window! I restarted TSW2 and loaded the same training module. It immediately crashed again. I restarted TSW2 a third time and loaded the Fully Fuelled scenario. Again, as soon as it loaded, it crashed.
DTG has certainly changed something in yesterday’s update. Yesterday I ran Bakerloo Line for 45 mins with no crashes. Today SPG has crashed immediately each time. So maybe the crashing is now more consistent and perhaps predictable? Might be easier to investigate? -
Jonsutt1
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I think I’ve solved it. I verified the Steam files and found a corrupt file. It’s now been downloaded again and verifies ok. I’ve loaded SPG and it now runs without crashing (at least not in the 15 min I’ve so far run it), so fingers crossed…
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Helpful x 1
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Jonsutt1
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Just spent 2 hrs running SandPatch Grade’s Fully Fuelled scenario. Drove from Cumberland Yard to the summit with no crashes. So far I’m very happy with Bakerloo Line and SPG. Will test some other routes tomorrow.
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Helpful x 1
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Jonsutt1
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I’ve just run an hour on Tees Valley — no crashes. Happy.
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redrev1917
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Sorry for bumping an old thread, but I had 3 of these crashes today. Crashes occurred on TVL with class 31 DLC (running the Class 31 on a passenger service, PC with baby bullet DLC (running the MP30) and finally RRO running the G6. To date Ive had no crashes when not running a loco DLC on a route and just using a standard loco (although this may well be a co-incidence. No mods or engine INI prompts added, so we can rule those out. Has anyone else had this issue recently?
LoginId:66faccdf4f911b3b544e68824e0e089a
EpicAccountId:Unhandled Exception: EXCEPTION_ACCESS_VIOLATION 0x0000000120e08740
TS2Prototype_Win64_Shipping
TS2Prototype_Win64_Shipping
TS2Prototype_Win64_Shipping
TS2Prototype_Win64_Shipping
TS2Prototype_Win64_Shipping
TS2Prototype_Win64_Shipping
TS2Prototype_Win64_Shipping
TS2Prototype_Win64_Shipping
TS2Prototype_Win64_Shipping
TS2Prototype_Win64_Shipping
kernel32
ntdll
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Hello,
So, I can launch the game that I bought through steam, but it crashes immediately after. Only made it to the difficulty selection screen so far.
Here is the error I get all the time.
LowLevelFatalError [File:Unknown] [Line: 3365]
Pak Decompression failed. PakFile: ../../../SwGame/Content/Paks/pakchunk0-WindowsNoEditor.pak. EntryOffset: 108816384, EntrySize: 129466, CompressionMethod:4 Output:0000000050CE0000 ProcessedSize:231176 Buf:000000003E0C0000 RawSize:129466
0x0000000152d93c1b starwarsjedifallenorder.exe!UnknownFunction []
0x0000000152d9615b starwarsjedifallenorder.exe!UnknownFunction []
0x00000001505145dc starwarsjedifallenorder.exe!UnknownFunction []
0x000000015051ae4c starwarsjedifallenorder.exe!UnknownFunction []
0x000000015080e4bb starwarsjedifallenorder.exe!UnknownFunction []
0x00000001507facb7 starwarsjedifallenorder.exe!UnknownFunction []
0x00007ffab61d7bd4 KERNEL32.DLL!UnknownFunction []
0x00007ffab74cced1 ntdll.dll!UnknownFunction []
0x00007ffab4ffa839 KERNELBASE.dll!UnknownFunction []
0x0000000150797257 starwarsjedifallenorder.exe!UnknownFunction []
0x00000001506bb6e9 starwarsjedifallenorder.exe!UnknownFunction []
0x0000000152d93c9b starwarsjedifallenorder.exe!UnknownFunction []
0x0000000152d9615b starwarsjedifallenorder.exe!UnknownFunction []
0x00000001505145dc starwarsjedifallenorder.exe!UnknownFunction []
0x000000015051ae4c starwarsjedifallenorder.exe!UnknownFunction []
0x000000015080e4bb starwarsjedifallenorder.exe!UnknownFunction []
0x00000001507facb7 starwarsjedifallenorder.exe!UnknownFunction []
0x00007ffab61d7bd4 KERNEL32.DLL!UnknownFunction []
0x00007ffab74cced1 ntdll.dll!UnknownFunction []
Crash in runnable thread TaskGraphThreadBP 15
Already deleted and reinstalled twice. Drivers and windows are up to date.
Appreciate the help !
Tx
CARLA version: 0.9.12
Platform/OS: Ubunut 20.04
I the documentation: https://carla.readthedocs.io/en/latest/python_api/#methods_28
says that:
get_topology(self)
Returns a list of tuples describing a minimal graph of the topology of the OpenDRIVE file. The tuples contain pairs of waypoints located either at the point a road begins or ends. The first one is the origin and the second one represents another road end that can be reached. This graph can be loaded into NetworkX to work with. Output could look like this: [(w0, w1), (w0, w2), (w1, w3), (w2, w3), (w0, w4)].
Return: list(tuple([carla.Waypoint](https://carla.readthedocs.io/en/latest/python_api/#carla.Waypoint), [carla.Waypoint](https://carla.readthedocs.io/en/latest/python_api/#carla.Waypoint)))
But the following code is not working:
print("Drawing topology over the map..")
topology = tmp_map.get_topology()
graph = nx.Graph()
graph.add_edges_from(topology,object=id)
print("Topology Pairs: ", len(topology))
print("Node: ",graph.number_of_nodes(),graph.nodes)
print("Edges: ",graph.number_of_edges(),graph.edges)
Topology Pairs: 503
Node: 1006
Edges: 503
This is because the eq and ne Dunder methods are not provided which will compare the «id» attribute of to see if the nodes are same.
CARLA version: 0.9.12
Platform/OS: Ubuntu 20.04
Problem you have experienced:
I tried to use the official demo to get the lidar point cloud frame similar to KITTI Dataset (Velodyne HDL-64E), but I found that the point cloud frame returned is incomplete, only about half of it.
I have tried increasing the points_per_second ten times, but still the same, it works fine when I try to modify to the following config.
Problematic config:
{range: 120, rotation_frequency: 10, upper_fov: 10.0, lower_fov: -26.8, points_per_second: 1300000, channels: 64}
Works fine config:
{range: 70, rotation_frequency: 20, lower_fov: -45, points_per_second: 1280000, channels: 64}
Here is the Lidar Point Cloud Frame image and RGB camera image:
https://i.postimg.cc/KvMP8sXN/320.png
https://i.postimg.cc/x17qN9KN/20220916163344.png
An error occurred while opening CarlaUE4.exe
I get an error when opening CarlaUE4.exe
CARLA version:0.9.13
Platform/OS:windows 11
Here are the logs:
Fatal error!
Crash in runnable thread TaskGraphThreadNP 0
Crash in runnable thread TaskGraphThreadNP 3
Crash in runnable thread TaskGraphThreadNP 1
Crash in runnable thread TaskGraphThreadNP 2
Hope to solve
Thanks!
hello,carla-team
Can the carla_ros_bridge currently publish multiple lane lines around the car? I want to use the lane informations including lane line in the Carla simulator.
Hi!
I am trying to build on top of the osm/xodr map loader to be able to train some AI agent with openScenarios which use the said xodr maps. However, my goal being to be able to navigate using vision as the primary source of information, I would need to improve on the graphics side of things.
After a bit of digging, it seems like when loading a xodr file with generate_opendrive_world, one of 2 materials is assigned, either «road» or «crosswalk» (in MeshFactory::Generate I believe).
But I am not sure where to go from here… Where are these materials defined? How could I add my own materials (possibly procedural), to add lane lines for instance or house textures on blocks I would spawn on the side of the road?
Thanks for the help,
Niels
This is kinda part 2 of #857
I would expect both setters and getters for transform, location, and rotation (btw. why does rotation not have a setter/getter?) to be relative when the actor was spawned attached to another.
with set_location, this works. But with set_transform it doesn’t.
Alternatively, adding an argument (called «relative_to» or «parent»), which either takes a carla.Actor or None (default) would make this explicit and allow changing attachments at runtime.
Why do i need this? I can’t change the rotation of a sensor relative to its Parent at runtime. Translation works
CARLA version: 0.9.13
Platform/OS: Ubuntu 20.04
Problem you have experienced: Custom vehicle is being continuously spawned
What you expected to happen: Custom vehicle spawned properly and only once
Steps to reproduce: run python3 manual_control.py --filter <vehicle>
Other information (documentation you consulted, workarounds you tried):
- This answer on this issue #2925 for rigging the vehicle and creating its blueprint.
- This issue #4784 because it has a similar error to the one I had, but unfortunately it didn’t help.
- #3789
I have created a custom vehicle in Blender and used the above mentioned resources to create the blueprint in Carla.
But when I try to use manual_control.py to spawn the vehicle, it keeps showing the errors shown in pictures below and keeps spawning the vehicle continuously and infinitely. I think every time the spawning fails, a new vehicle is spawned!
I tried running python3 manual_control.py --filter a2 and the Audi A2 works perfectly.
I also tried modifying Audi A2 in VehicleFactory to add my vehicle’s blueprint and ran python3 manual_control.py --filter a2 again, but the same issue persists.
CARLA version: 0.9.13
Platform/OS: Ubuntu 18.04
Problem you have experienced: Failure when make import customized map
Please find attached image for more details:
The map is created from RoadRunner and I followed the instructions when exporting the map from RoadRunner, there’s no validation errors except two warnings saying the junctions are too close.
It happens at:
I was researching on how can i generate a sceraio from autonomous drivng dataset in carla?
I want to execute this scenario for Hardaware in loop testing?
It would be very helpful if someone can give some resources to do the same?
CARLA version:9.13
Platform/OS: windows
The problem you have experienced: making package
I want to make some changes in town04 and then make package, but I work in windows what should I do? there is no clear guide for this issue in Carla could you guide me
I’ve been having issues with using the OpenDRIVE standalone feature on OpenDRIVE files that have been converted from OpenStreetMap files (using SUMO netconvert). I am not entirely sure whether this is an issue with SUMO or with the OpenDRIVE standalone mode, but I wanted to document it in case anyone has run into similar issues. I also wonder if anyone has been able to successfully convert and deploy OpenStreetMaps files corresponding to real-world environments in CARLA.
OSM to OpenDRIVE conversion
I tested using both the OpenStreetMap export tool and the SUMO osmGet.py script to extract OSM maps, and then I used NETCONVERT to convert these OSM maps into OpenDRIVE maps. In both cases, I got the following warning:
Warning: Could not write OpenDRIVE geoReference. Only unshifted Coordinate systems are supported
OpenDRIVE standalone mode
I then tried to render the resulting xodr file with CARLA’s OpenDRIVE standalone mode (in CARLA 0.9.9.4) using config.py, and as expected the CARLA server detected that the geoReference tag was missing and crashed:
WARNING: cannot parse georeference: ''. Using default values.
Signal 11 caught.
To get around this, I tried inserting a geoReference tag with fake lat/long coordinates into the xodr file, but the CARLA server still crashed.
Could it be that the OpenDRIVE files coming from NETCONVERT are just corrupt somehow? If so, is there a better way to generate OpenDRIVE files that correspond to real-world data that can be parsed by CARLA?
Hello,
When I draw a map with roadrunner and import the map with make import, the traffic lights at the intersection overlap. I would appreciate if any teacher could tell me why this happens.
CARLA version: 0.9.13
Platform/OS: Windows 10
Problem you have experienced: netconvert_carla.py is fails to convert OpenDRIVE files
What you expected to happen: SUMO .net.xml files should have been created — but there is an error instead.
Steps to reproduce:
- CARLA for Windows setup in
C:appsCARLA - SUMO setup in
C:appssumo-1.9.0 - Create following test script at `%USERPROFILE%Desktopconvert_xodr.py
import os, sys, glob os.environ['CARLA_HOME'] = 'C:/apps/CARLA' os.environ['SUMO_HOME'] = 'C:/apps/sumo-1.9.0' egg_file = glob.glob(os.path.join(os.getenv('CARLA_HOME'), 'PythonAPI/carla/dist/carla-*%d.%d-%s.egg' % (sys.version_info.major, sys.version_info.minor, 'win-amd64' if os.name == 'nt' else 'linux-x86_64')))[0] sys.path.append(egg_file) import carla sys.path.append(os.path.join(os.getenv('SUMO_HOME'),'tools')) os.environ['PATH'] = os.pathsep.join( [os.path.join(os.getenv('SUMO_HOME'),'bin'),os.getenv('PATH')]) carla_sumo_dir = os.path.join(os.getenv('CARLA_HOME'), 'Co-Simulation/Sumo') if os.path.isdir(carla_sumo_dir): sys.path.append(carla_sumo_dir) from util.netconvert_carla import netconvert_carla xodr_file = os.path.join(os.environ['USERPROFILE'],'Desktop','Town01.xodr') net_file = os.path.join(os.environ['USERPROFILE'],'Desktop','Town01.net.xml') netconvert_carla(xodr_file, net_file, guess_tls=True)
- Copy
Town01.xodrto Desktop fromC:appsCARLACarlaUE4ContentCarlaMapsOpenDriveTown01.xodr - Run
cd %USERPROFILE%Desktop && python convert_xodr.pyand it produces following error.
proj_create: Error -38 (failed to load datum shift file): vgridshift: could not find required grid(s).
Error: Could not set projection. (Could not build projection!)
Quitting (on error).
Traceback (most recent call last):
File "convert_xodr.py", line 25, in <module>
netconvert_carla(xodr_file, net_file, guess_tls=False)
File "C:/apps/CARLACo-Simulation/Sumoutilnetconvert_carla.py", line 521, in netconvert_carla
_netconvert_carla_impl(xodr_file, output, tmpdir, guess_tls)
File "C:/apps/CARLACo-Simulation/Sumoutilnetconvert_carla.py", line 394, in _netconvert_carla_impl
raise RuntimeError('There was an error when executing netconvert.')
RuntimeError: There was an error when executing netconvert.
- Now change
line 4inconvert_xodr.pytoos.environ['SUMO_HOME'] = 'C:/apps/sumo-1.8.0'or any SUMO version <=1.8.0. - Re-run
convert_xodr.pyand this time it converts the .xodr without any issue.
This seems to be an issue with newer version of SUMO — which may be using some new specifications for OpenDRIVE. Not sure, but the issue is reproduced in multiple machines.
Hello,
I been trying to figure out why I can’t fully convert town 4 using netconvert_carla.py. everything seems to look fine except for the road circled in the attached image. When I launch town04 in Carla, it is a gas station and it does show in the net file that is in the examples but when I try to convert it, it ignores it.
I tired modifying the “opendrive_netconvert.typ.xml” by duplicating the line type id=»driving» priority=»1″ speed=»13.89″ width=»3.65″ disallow=»pedestrian rail rail_urban rail_electric rail_fast tram ship» but modifying the width to 3.50 but still no luck. Any advice on how to proceed with that?
Carla version: 0.9.13 and 0.9.12
Hi,
CARLA version: any
Platform/OS: (SUMO/OS)-versions that were tested: 1.12/ubuntu 18.04, 1.4.0/ubuntu 20.04
We are trying to use SUMO and Traci for traffic management and CARLA for the sensor aquisition, but the angular position of the vehicle is somewhat strange. As you can see from this picture
the yaw of the vehicle does not have a smooth evolution (see zoomed picture:)
The pitch, which should be constant and always equal to 0, also presents some discontinuities that are definitely noticeable in CARLA:
I have tried different car-following models (IDM, EIDM, smartSK), step lengths, integration methods (default Euler and ballistic), and action step lengths. The issue is always present.
I attach the files to reproduce the problem (and the graphs, remove the corresponding lines if not needed)
- E-N_Crossing_CropField.rou.xml contains the «ego» vehicle route, which is the only vehicle present in the simulation
- sumo_design.sumocfg is the SUMO configuration file
- Town07_Opt.net.xml is the SUMO network for the map. It is automatically generated from a XODR file available from the CARLA Simulator (included in the zip file as Town07_Opt.xodr) using the script netconvert_carla.py, also included.
- test_sumo_ego_only.py is the Python script using Traci for the simulation.
At this point, I can’t tell if I’m looking at the wrong settings, or if there is an issue with the net file. I’m fairly new to SUMO so it may be either:)
Thank you for your help!
mwe.zip
Actor.attributes for Vehicles has a field «object_type».
In 0.9.5 «object_type» had a value, e.g. «car».
In 0.9.6 «object_type» is always empty.
Test:
I’m using Carla 0.9.6 and latest ros-bridge on master branch. System is Ubuntu 18.04 and ROS melodic.
When I print the properties of the actor at https://github.com/carla-simulator/ros-bridge/blob/master/carla_ros_bridge/src/carla_ros_bridge/vehicle.py#L48, I found that the object_type is null, therefore all the objects in the ROS message are tagged as CLASSIFICATION_UNKNOWN. Please fix this! Attached is the screenshot for printing.
Hello everyone,
Thanks for making the Traffic-Manager deterministic in CARLA 9.10.1(#3333). However, the pedestrians with walker AI controllers still seem to behave in non-deterministic ways. This would prohibit users from repeating the simulation over multiple runs.
It would be great if you can let me know if there is already a workaround for making walkers with AI controller *deterministic. Can you let me know if there is a seed within the AI controller that can help me replicate the same simulation over multiple runs?
Thanks in advance.
I am using Carla 0.9.12 packaged version for Linux. Somehow i cannot change the map while starting the Carla simulator. the command ./CarlaUE4.sh TownXX does not have any influence and Town10 is always loaded by default. I can change this in the default.ini file but it is a bit tedious to change it every time. Is there any command line arguement to do that ?
Я столкнулся с проблемой в UE4, которую я никогда раньше не видел, и я понятия не имею, с чего начать ее выяснять. Это похоже на систему потоков в UE4, поскольку она связана с TaskGraphThread, но я не использую потоки в моем проекте.
У меня были ошибки, подобные этому, имя: TaskGraphThreadNP 1, TaskGraphThreadNP 4 и TaskGraphThreadBP 12 или что-то в этом роде. Если кто-нибудь знает, что я могу сделать, мы будем очень благодарны.
EDIT: похоже, это связано с пользовательским интерфейсом UMG, поскольку он, кажется, стабилен при отключении пользовательского интерфейса.
[2018.04.22-14.52.08:663][489]LogThreadingWindows: Error: Runnable thread TaskGraphThreadNP 1 crashed.
[2018.04.22-14.52.08:663][489]LogWindows: Error: === Critical error: ===
[2018.04.22-14.52.08:663][489]LogWindows: Error:
[2018.04.22-14.52.08:663][489]LogWindows: Error: Fatal error!
[2018.04.22-14.52.08:663][489]LogWindows: Error:
[2018.04.22-14.52.08:663][489]LogWindows: Error: Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x00000000
[2018.04.22-14.52.08:663][489]LogWindows: Error:
[2018.04.22-14.52.08:663][489]LogWindows: Error: [Callstack] 0x00000000D13419B1 UE4Editor-CoreUObject.dll!UnknownFunction []
[2018.04.22-14.52.08:663][489]LogWindows: Error: [Callstack] 0x00000000D1314BF8 UE4Editor-CoreUObject.dll!UnknownFunction []
[2018.04.22-14.52.08:663][489]LogWindows: Error: [Callstack] 0x00000000D11B16D3 UE4Editor-CoreUObject.dll!UnknownFunction []
[2018.04.22-14.52.08:663][489]LogWindows: Error: [Callstack] 0x00000000D11BAAE4 UE4Editor-CoreUObject.dll!UnknownFunction []
[2018.04.22-14.52.08:663][489]LogWindows: Error: [Callstack] 0x00000000D12F81F6 UE4Editor-CoreUObject.dll!UnknownFunction []
[2018.04.22-14.52.08:663][489]LogWindows: Error: [Callstack] 0x00000000D12986DA UE4Editor-CoreUObject.dll!UnknownFunction []
[2018.04.22-14.52.08:663][489]LogWindows: Error: [Callstack] 0x00000000D11B16D3 UE4Editor-CoreUObject.dll!UnknownFunction []
[2018.04.22-14.52.08:663][489]LogWindows: Error: [Callstack] 0x00000000B76E19AC UE4Editor-Engine.dll!UnknownFunction []
[2018.04.22-14.52.08:663][489]LogWindows: Error: [Callstack] 0x00000000D121BB34 UE4Editor-CoreUObject.dll!UnknownFunction []
[2018.04.22-14.52.08:663][489]LogWindows: Error: [Callstack] 0x00000000D11E9B8D UE4Editor-CoreUObject.dll!UnknownFunction []
[2018.04.22-14.52.08:663][489]LogWindows: Error: [Callstack] 0x00000000D11EED6C UE4Editor-CoreUObject.dll!UnknownFunction []
[2018.04.22-14.52.08:663][489]LogWindows: Error: [Callstack] 0x00000000CFC5AAB4 UE4Editor-Core.dll!UnknownFunction []
[2018.04.22-14.52.08:663][489]LogWindows: Error: [Callstack] 0x00000000CFC5BEC8 UE4Editor-Core.dll!UnknownFunction []
[2018.04.22-14.52.08:663][489]LogWindows: Error: [Callstack] 0x00000000CFC6AE05 UE4Editor-Core.dll!UnknownFunction []
[2018.04.22-14.52.08:663][489]LogWindows: Error: [Callstack] 0x00000000D0029FEC UE4Editor-Core.dll!UnknownFunction []
[2018.04.22-14.52.08:663][489]LogWindows: Error: [Callstack] 0x00000000D001ED53 UE4Editor-Core.dll!UnknownFunction []
[2018.04.22-14.52.08:663][489]LogWindows: Error: [Callstack] 0x00000000F47D1FE4 KERNEL32.DLL!UnknownFunction []
[2018.04.22-14.52.08:663][489]LogWindows: Error: [Callstack] 0x00000000F4ACF061 ntdll.dll!UnknownFunction []
[2018.04.22-14.52.08:663][489]LogWindows: Error: [Callstack] 0x00000000F4ACF061 ntdll.dll!UnknownFunction []
[2018.04.22-14.52.08:663][489]LogWindows: Error:
[2018.04.22-14.52.08:663][489]LogWindows: Error: Crash in runnable thread TaskGraphThreadNP 1
[2018.04.22-14.52.08:680][489]LogExit: Executing StaticShutdownAfterError
[2018.04.22-14.52.08:680][489]LogWindows: FPlatformMisc::RequestExit(1)
[2018.04.22-14.52.08:680][489]Log file closed, 04/22/18 16:52:08
















