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[BUG - Experimental] Abiotic Factor - Liveview crashes game, making illegal call to StaticFindObjectFast() #620

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Egaliterrier opened this issue Aug 15, 2024 · 5 comments
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@Egaliterrier
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Setup:
Using experimental dev build 149 with stock settings except:
Debug GUI API set to dx11
Disabled every mod except Keybinds, CheatManagerEnablerMod, ConsoleEnabler and ConsoleCommandsMod.
The below issues happen even without these changes.

Bug:
Was searching through liveview, filtering for instances, jumping to objects, viewing and scrolling through properties, when the game suddenly crashes. Has happened a couple of times, always with liveview in active use.

Have attached relevant logs and dumps. If needed, I'll also provide the game executable and .pdb that the developers thankfully include.
UE4SS.log
AbioticFactor-backup-2024.08.15-00.06.28.log
crash_2024_08_15_01_12_43.zip
AbioticFactor-backup-2024.08.15-01.12.43.log
crash_2024_08_15_00_06_27.zip
UECC-Windows-F02D3FF14646BADD508E48B413EB8128_0000.zip

Sidenote/another bug:
The debug window makes framerates tank by at least 50%, unless minimized. Both DX options do this.
OpenGL just has the expected white screen, but alt-tabbing to and from it makes the game window stop updating (game is still active) until repeating the alt-tab. Not sure it's relevant, but thought I'd include that behavior.

@Buckminsterfullerene02
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This still occur on latest experimental? I don't get it

@Egaliterrier
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Haven’t played the game in awhile, so I don’t know if the crashing still happens. @igromanru might know.
As far as liveview tanking fps, that is a thing for almost every single game I’ve played in the last couple of months. But that’s a known issue/side-effect, I’m assuming.

@igromanru
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Basically nothing changed. UE4SS is unstable for the game as it was on day one. Latest custom game configurations only fixed vtable changes from last update and maybe MemberVariableLayout.ini with up to date offsets improved something.
But overall the game still sometimes crashes when exiting the game, existing to the main menu or using liveview.
When such crashes happen, the crash dump doesn't get created or points to a strange location.
I've checked if all signatures lead to correct functions and it seems to be the case, other from that I've no idea how to pin point the problem.
As it is possible to play the game and use mods, no further energy flows into the issue.

@narknon
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narknon commented Dec 10, 2024

We have some stuff planned that should practically negate performance issues and many crashes, but haven't had the time to implement it yet. Is the crash that doesn't generate a dump or where the dump points to the wrong place 100% repro'able?

@igromanru
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igromanru commented Dec 10, 2024

With bUseUObjectArrayCache = false I feel no performance loss. The game doesn't run with same FPS count constantly and it depends highly on environment even without UE4SS.
Only one crash is easy to reproduce, the one that points to a "weird location". It can be reproduced by pocking around in liveview.
EDIT: Can also lead to a crash without a dump.

@UE4SS-RE UE4SS-RE deleted a comment Dec 12, 2024
@UE4SS-RE UE4SS-RE deleted a comment from Egaliterrier Dec 12, 2024
@UE4SS UE4SS added the bug Something isn't working label Dec 12, 2024
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