Placing blueprint causing crash-to-desktop and save corruption

Hello, I have recently experience a whole bunch of issues related to blueprints. - on dedicated server, some blueprints (not all) would become corrupted after EACH server restart (corrupted as in: placing it causes the server to crash). Recreating the blueprint from scratch after a restart would make it work for the day, until the next server restart, which causes it to become corrupted again. After importing the save locally to troubleshoot what was happening, the blueprints no longer self-corrupt over time - because there is no server restart in single-player - but some blueprint still get corrupted for some unknown reason. I created a blueprint from scratch today in a blueprint-designer-MK2 which can reliably crash the game when placed (it crashes after ~15 seconds). Should the game be saved after the blueprint is placed, that savefile is effectively bricked, causing the game to crash on load. And oddly, the blueprint can be "loaded" and "unloaded" in the blueprinter-designer without causing a crash. The error is always EXCEPTION_ACCESS_VIOLATION reading address 0x<address> but the exact stacktrace depends on whether the error triggers on save load, or during regular gameplay. - One possible stracktrace referencing AFGCreatureSpawner::UpdateKillStatus() https://pastebin.com/jtseNRw1 - The other stracktrace referencing AFGConveyorChainSubsystem::RemoveConveyorChain() https://pastebin.com/EU0ijJU7
13 Replies
Dumburger
DumburgerOP2w ago
Here is a highlight of said blueprint (barebone for testing purposes): https://www.youtube.com/watch?v=I-NbGio1GA8
Dumburger
DumburgerOP2w ago
If that can be of any help here are the debug files from SMM, including the list of all mods the current release of SMM won't copy the mod list in the clipboard
FICSIT-Fred
FICSIT-Fred2w ago
Automated responses for Dumburger (161226927976218624)
Key Details for SMMDebug-2025-04-12-21-28-00.zip
SMM Version: 3.0.3
SML Version: 3.10.0
Installed Mods: 91
Game: WindowsClient CL 385279 from Epic Games
Path: `d:\Games\SatisfactoryEarlyAccess`
Command Line: cmd /C start com.epicgames.launcher://apps/CrabEA?action=launch&silent=true -epicapp=CrabEA -epicenv=Prod -EpicPortal -epicusername=Dumbuger -epicuserid=7a66de91f96a43fe88d245f025b58f6d -epiclocale=en -epicsandboxid=crab
SMM Version: 3.0.3
SML Version: 3.10.0
Installed Mods: 91
Game: WindowsClient CL 385279 from Epic Games
Path: `d:\Games\SatisfactoryEarlyAccess`
Command Line: cmd /C start com.epicgames.launcher://apps/CrabEA?action=launch&silent=true -epicapp=CrabEA -epicenv=Prod -EpicPortal -epicusername=Dumbuger -epicuserid=7a66de91f96a43fe88d245f025b58f6d -epiclocale=en -epicsandboxid=crab
Crash found in FactoryGame_b19b9cab_Local_Stable_WindowsClient.log
It has been attached to this message.
Crash found in FactoryGame.log
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McCovican
McCovican2w ago
It's PowerChecker. It doesn't support being placed in the BP Designer. The author knows, and doesn't intend on fixing it. I asked them to put a note on the modpage a while™ ago. Workaround: clear the BP designer, immediately save, then immediately load that save.
Dumburger
DumburgerOP7d ago
What do you mean by It's PowerChecker. It doesn't support being placed in the BP Designer? because I'm fairly certain the only modded buildings in the blueprint causing the crash are - one belt counter from Throughput counter and Limiter (v1.2.16) - one container from Containers with Screen (v1.0.1) Does having the mod enabled is by itself sufficient to interfere with blueprints? I could be wrong, but by trimming down the blueprint bit by bit, the crash seems related to the presence of Container Screen MK1 (from Containers with Screen (v1.0.1)) in the blueprint
Dumburger
DumburgerOP7d ago
Here is the crash occurring with the blueprint containing a single Container screen MK1 https://www.youtube.com/watch?v=pgkNYm0ypH0
McCovican
McCovican7d ago
What I mean is "I misinterpreted your logs and placed too much weight on prior experience without there being sufficient evidence for me to reach that conclusion".
Dumburger
DumburgerOP7d ago
I've managed to reproduce the crash twice on a new save with a mod profile containing only Containers with Screen (v1.0.1) and AutoLink (v0.9.1) but not reliably
Lynkfox
Lynkfox6d ago
>mod containers with screens
FICSIT-Fred
FICSIT-Fred6d ago
Fred Mod Search™
Containers with Screen
A light version of "Container Screens and more" mod to work on Dedicated Servers. EA: :white_check_mark: EXP: :no_entry_sign: Note: Broken by 1.1 Last Updated <t:1733350567:R> Created by Andre Aquila
If this isn't the mod you were looking for, try a different spelling.
Lynkfox
Lynkfox6d ago
@AndreAquila any input?
AndreAquila
AndreAquila5d ago
Didn't tried using containers screens in blueprints yet... I will try now Hmm, tested here but couldn't reproduce this crash, seems like something related to creatures : [2025.04.12-21.10.03:238][760]LogWindows: Error: [Callstack] 0x00007fffe7f9e450 FactoryGameEGS-FactoryGame-Win64-Shipping.dll!AFGCreatureSpawner::UpdateKillStatus() [C:\BuildAgent2\work\9fc8da665efb5ffd\UE4\FactoryGame\Source\FactoryGame\Private\Creature\FGCreatureSpawner.cpp:508] Maybe something is linking the container with creatures for some reason.

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