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[UE4] Crashing while upgrade spine4.0
Fatal error: [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/Core/Private/GenericPlatform/GenericPlatformMemory.cpp] [Line: 186] Ran out of memory allocating 18446744072641780403 bytes with alignment 0
UE4Editor_Core!FGenericPlatformMemory::OnOutOfMemory() [D:\Build\++UE4\Sync\Engine\Source\Runtime\Core\Private\GenericPlatform\GenericPlatformMemory.cpp:187]
UE4Editor_Core!FMallocTBB::Malloc() [D:\Build\++UE4\Sync\Engine\Source\Runtime\Core\Private\HAL\MallocTBB.cpp:85]
UE4Editor_Core!FMemory::Malloc() [D:\Build\++UE4\Sync\Engine\Source\Runtime\Core\Public\HAL\FMemory.inl:30]
UE4Editor_SpinePlugin_0001!spine::SkeletonBinary::readString() [C:\Users\hbpz\Documents\Unreal Projects\WDSV3\Plugins\SpinePlugin\Source\SpinePlugin\Public\spine-cpp\src\spine\SkeletonBinary.cpp:372]
UE4Editor_SpinePlugin_0001!spine::SkeletonBinary::readSkeletonData() [C:\Users\hbpz\Documents\Unreal Projects\WDSV3\Plugins\SpinePlugin\Source\SpinePlugin\Public\spine-cpp\src\spine\SkeletonBinary.cpp:138]
UE4Editor_SpinePlugin_0001!USpineSkeletonDataAsset::LoadInfo() [C:\Users\hbpz\Documents\Unreal Projects\WDSV3\Plugins\SpinePlugin\Source\SpinePlugin\Private\SpineSkeletonDataAsset.cpp:248]
UE4Editor_CoreUObject!FLinkerLoad::Preload() [D:\Build\++UE4\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\LinkerLoad.cpp:3820]
UE4Editor_CoreUObject!EndLoad() [D:\Build\++UE4\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\UObjectGlobals.cpp:1555]
UE4Editor_CoreUObject!LoadPackageInternal() [D:\Build\++UE4\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\UObjectGlobals.cpp:1264]
UE4Editor_CoreUObject!LoadPackage() [D:\Build\++UE4\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\UObjectGlobals.cpp:1427]
UE4Editor_CoreUObject!ResolveName() [D:\Build\++UE4\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\UObjectGlobals.cpp:767]
UE4Editor_CoreUObject!StaticLoadObjectInternal() [D:\Build\++UE4\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\UObjectGlobals.cpp:829]
UE4Editor_CoreUObject!StaticLoadObject() [D:\Build\++UE4\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\UObjectGlobals.cpp:904]
UE4Editor_ContentBrowser!SContentBrowser::OnAssetsActivated() [D:\Build\++UE4\Sync\Engine\Source\Editor\ContentBrowser\Private\SContentBrowser.cpp:2280]
UE4Editor_ContentBrowser!TBaseSPMethodDelegateInstance<0,SContentBrowser,0,void __cdecl(TArray<FAssetData,TSizedDefaultAllocator<32> > const &,enum EAssetTypeActivationMethod::Type)>::ExecuteIfSafe() [D:\Build\++UE4\Sync\Engine\Source\Runtime\Core\Public\Delegates\DelegateInstancesImpl.h:374]
UE4Editor_ContentBrowser!SAssetView::OnListMouseButtonDoubleClick() [D:\Build\++UE4\Sync\Engine\Source\Editor\ContentBrowser\Private\SAssetView.cpp:4409]
UE4Editor_ContentBrowser!TBaseSPMethodDelegateInstance<0,SAssetView,0,void __cdecl(TSharedPtr<FAssetViewItem,0>)>::ExecuteIfSafe() [D:\Build\++UE4\Sync\Engine\Source\Runtime\Core\Public\Delegates\DelegateInstancesImpl.h:374]
UE4Editor_ContentBrowser!TBaseDelegate<void,TSharedPtr<FAssetViewItem,0> >::ExecuteIfBound() [D:\Build\++UE4\Sync\Engine\Source\Runtime\Core\Public\Delegates\DelegateSignatureImpl.inl:673]
UE4Editor_ContentBrowser!SListView<TSharedPtr<FAssetViewItem,0> >::Private_OnItemDoubleClicked() [D:\Build\++UE4\Sync\Engine\Source\Runtime\Slate\Public\Widgets\Views\SListView.h:932]
UE4Editor_ContentBrowser!STableRow<TSharedPtr<FAssetViewItem,0> >::OnMouseButtonDoubleClick() [D:\Build\++UE4\Sync\Engine\Source\Runtime\Slate\Public\Widgets\Views\STableRow.h:337]
UE4Editor_Slate!FEventRouter::Route<FReply,FEventRouter::FBubblePolicy,FPointerEvent,<lambda_2b5148752c2a272000c47b69ff14a42e> >() [D:\Build\++UE4\Sync\Engine\Source\Runtime\Slate\Private\Framework\Application\SlateApplication.cpp:372]
UE4Editor_Slate!FSlateApplication::RoutePointerDoubleClickEvent() [D:\Build\++UE4\Sync\Engine\Source\Runtime\Slate\Private\Framework\Application\SlateApplication.cpp:5126]
UE4Editor_Slate!FSlateApplication::ProcessMouseButtonDoubleClickEvent() [D:\Build\++UE4\Sync\Engine\Source\Runtime\Slate\Private\Framework\Application\SlateApplication.cpp:5113]
UE4Editor_Slate!FSlateApplication::OnMouseDoubleClick() [D:\Build\++UE4\Sync\Engine\Source\Runtime\Slate\Private\Framework\Application\SlateApplication.cpp:5079]
UE4Editor_ApplicationCore!FWindowsApplication::ProcessDeferredMessage() [D:\Build\++UE4\Sync\Engine\Source\Runtime\ApplicationCore\Private\Windows\WindowsApplication.cpp:2144]
UE4Editor_ApplicationCore!FWindowsApplication::DeferMessage() [D:\Build\++UE4\Sync\Engine\Source\Runtime\ApplicationCore\Private\Windows\WindowsApplication.cpp:2592]
UE4Editor_ApplicationCore!FWindowsApplication::ProcessMessage() [D:\Build\++UE4\Sync\Engine\Source\Runtime\ApplicationCore\Private\Windows\WindowsApplication.cpp:1816]
UE4Editor_ApplicationCore!FWindowsApplication::AppWndProc() [D:\Build\++UE4\Sync\Engine\Source\Runtime\ApplicationCore\Private\Windows\WindowsApplication.cpp:852]
user32
user32
UE4Editor_ApplicationCore!FWindowsPlatformApplicationMisc::PumpMessages() [D:\Build\++UE4\Sync\Engine\Source\Runtime\ApplicationCore\Private\Windows\WindowsPlatformApplicationMisc.cpp:130]
UE4Editor!FEngineLoop::Tick() [D:\Build\++UE4\Sync\Engine\Source\Runtime\Launch\Private\LaunchEngineLoop.cpp:4762]
UE4Editor!GuardedMain() [D:\Build\++UE4\Sync\Engine\Source\Runtime\Launch\Private\Launch.cpp:169]
UE4Editor!GuardedMainWrapper() [D:\Build\++UE4\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:137]
UE4Editor!WinMain() [D:\Build\++UE4\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:268]
UE4Editor!__scrt_common_main_seh() [d:\agent\_work\5\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl:288]
kernel32
ntdll
I'm using UE4.25.4 and I used latest 3.x spine.
I tried to update 4.0 but ue4 crashes while opening any level or blueprints.
Do you have any idea?
soyagok11 написалI used latest 3.x spine.
You must use Spine 4.0.xx to use the 4.0 runtimes. You will need to export your Spine projects using 4.0. If you have many projects, you can write a CLI script to do this.
Versioning - Spine User Guide: Synchronizing versions
I removed all 3.x asset resources and references from game and I succeed to build. thank you.
Generally, spine-ue4 checks the asset version and warns you if there is a mismatch between the runtime and asset version. However, we had to break the binary format, so transitioning from 3.8 to 4.0 sadly results in this kind of behaviour which can only be fixed by replacing the source 3.8 assets with 4.0 assets before starting the editor. Maybe i can come up with a way to make this more graceful.