Test triggering Fred auto response with forum initial post contents

This should trigger the uobjects response: Assertion failed: Index >= 0 && Index < MaxElements [File:C:\BuildAgent\work\607eee041ab2bfcf\UE4\Engine\Source\Runtime\CoreUObject\Public\UObject\UObjectArray.h] [Line: 388]
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19 Replies
Robb
Robb4mo ago
Assertion failed: Index >= 0 && Index < MaxElements [File:C:\BuildAgent\work\607eee041ab2bfcf\UE4\Engine\Source\Runtime\CoreUObject\Public\UObject\UObjectArray.h] [Line: 388]
Borketh
Borketh4mo ago
bad bot
Robb
Robb4mo ago
well it would help if Fred has access to the channel lol
Borketh
Borketh4mo ago
@FICSIT-Fred
Robb
Robb4mo ago
my bad
Borketh
Borketh4mo ago
that would do it
Robb
Robb4mo ago
let's try that again Assertion failed: Index >= 0 && Index < MaxElements [File:C:\BuildAgent\work\607eee041ab2bfcf\UE4\Engine\Source\Runtime\CoreUObject\Public\UObject\UObjectArray.h] [Line: 388]
FICSIT-Fred
FICSIT-Fred4mo ago
Crash reason in the logs
Assertion failed: Index >= 0 && Index < MaxElements [File:C:\BuildAgent\work\607eee041ab2bfcf\UE4\Engine\Source\Runtime\CoreUObject\Public\UObject\UObjectArray.h] [Line: 388]
Why the game crashed You've hit the UObject limit. Unreal Engine has a large, fixed-size array to manage all UObjects at runtime (it's used for fancy things like "reference counting" and "garbage collection"). In pre-U8 this was very unusual and only happened when people made ridiculously titanic factories. However, it seems that U8 has a few issues that make hitting this limit substantially more likely, even when not building megafactories. Details In U8, something seems to be "leaking" UObjects, i.e. the UObject array gets fuller and fuller over time in spite of the garbage collector's best efforts. This crash happens randomly, but the probability of crashing increases the longer the game has been running for. Crashes are more likely to happen when opening UIs (the UI system uses UObjects to function), especially UIs that show many-slot inventories e.g. player, storage containers (the number of allocated UObjects is proportional to the number of inventory slots). Consequently, having many additional inventory slots increases the probability of crashing. How to fix This Should™️ eventually be fixed in the game by Coffee Stain Studios (the ones who made Satisfactory). But for now, the workaround is to restart the game from time to time before crashing (the UObject array only exists while the game is running). If you want an indication of when you should consider restarting, https://ficsit.app/mod/Th3UObjectCounter tells you how full the UObject array is. There is also a config option to only show the counter when the UObject array usage is above configurable warning and danger thresholds (they just change the color of the counter's text), so that the counter doesn't get in the way of things.
Borketh
Borketh4mo ago
good bot
FICSIT-Fred
FICSIT-Fred4mo ago
:3
adverse-sapphire
adverse-sapphire4mo ago
He'll need to join every thread though. But that's doable
Robb
Robb4mo ago
seems not any more #Test fred #2
Borketh
Borketh4mo ago
seems like he handle it already
adverse-sapphire
adverse-sapphire4mo ago
kewl
Robb
Robb4mo ago
well this is somewhat frustrating
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