Skip to content

Engine Crashes when Opening MeshLibrary or GridMap #107720

Open
@kidevelopemnt

Description

@kidevelopemnt

Tested versions

Tested in Godot 4.3.stable and 4.4.stable

System information

Godot v4.3.stable (77dcf97) - Windows 10.0.19045 - GLES3 (Compatibility) - AMD Radeon RX 6650 XT (Advanced Micro Devices, Inc.; 32.0.12033.1030) - AMD Ryzen 5 5600G with Radeon Graphics (12 Threads)

Issue description

When I attempt to open my roads.tres (MeshLibrary) or my RoadGridMap (GridMap), the engine crashes with no output. Starting from the command prompt and using --verbose and --debug still yield no output. I used Visual Studio debugger in order to receive a stack trace and error message, which are below.
I was unable to find any documentation or other users reporting this same exact problem, and I'm not sure if there is a workaround that I can use or if this is something that Godot needs to fix. Thanks for your help!

Error Message: Unhandled exception at 0x00007FFB5BC0EC3E (ntdll.dll) in godot.windows.editor.x86_64.exe: 0xC00000FD: Stack overflow (parameters: 0x0000000000000001, 0x00000078AD603FF8).
Stack Trace:

ntdll.dll!RtlpHeapFindListLookupEntry()	
ntdll.dll!RtlpFindUCREntry()	
ntdll.dll!RtlpFindAndCommitPages()	
ntdll.dll!RtlpExtendHeap()	
ntdll.dll!RtlpAllocateHeap()	
ntdll.dll!RtlpAllocateHeapInternal()	
ntdll.dll!RtlpAllocateUserBlockFromHeap()	
ntdll.dll!RtlpAllocateUserBlock()	
ntdll.dll!RtlpLowFragHeapAllocFromContext()	
ntdll.dll!RtlpAllocateHeapInternal()	
ntdll.dll!RtlpReAllocateHeap()	
ntdll.dll!RtlpReAllocateHeapInternal()	
ntdll.dll!RtlReAllocateHeap()	
godot.windows.editor.x86_64.exe!_realloc_base(void * block, unsigned __int64 size) Line 46	
godot.windows.editor.x86_64.exe!Memory::realloc_static(void * p_memory, unsigned __int64 p_bytes, bool p_pad_align) Line 130	
godot.windows.editor.x86_64.exe!CowData<char32_t>::resize<0>(__int64 p_size) Line 353	
[Inline Frame] godot.windows.editor.x86_64.exe!String::resize(int) Line 219	
godot.windows.editor.x86_64.exe!String::operator+=(const String & p_str) Line 532	
godot.windows.editor.x86_64.exe!operator+(const char * p_chr, const String & p_str) Line 500	
godot.windows.editor.x86_64.exe!Object::get_property_list(List<PropertyInfo,DefaultAllocator> * p_list, bool p_reversed) Line 516
godot.windows.editor.x86_64.exe!Resource::hash_edited_version_for_preview() Line 444

The last line (godot.windows.editor.x86_64.exe!Resource::hash_edited_version_for_preview() Line 444) is repeated in the call stack up to the maximum number of Visual Studio call stack frames.

Steps to reproduce

  1. Download and extract the MRP below
  2. Open the project in Godot 4.3 (bug also tested in 4.4, but this project was created in 4.3)
  3. Open the testing scene (RoadsTestWorld.tscn)
  4. Attempt to select RoadsGridMap in the scene view or the roads.tres MeshLibrary in the project directory

Minimal reproduction project (MRP)

Godot 4.3 MRP

roads-meshlibrary-mrp.zip

Metadata

Metadata

Assignees

No one assigned

    Type

    No type

    Projects

    No projects

    Milestone

    No milestone

    Relationships

    None yet

    Development

    No branches or pull requests

    Issue actions