Crashing on Project load after "Engine" folder went missing in editor

Hello everyone,

My project is constantly crashing after I noticed the “Engine” file went missing in the details pane of the editor…

I’ve tryed launching my autosave umap assets by places them in the map folder and trying to launch.

Does anyone have any suggestions, also I am not sure if i am launching the auto saves correctly.?

Here is a copy and paste from crash log .

Edit: Attachments of project log and crash as well as system specs have been attached in the below post .

Log file open, 11/05/14 08:57:40
LogInit:Display: Running engine for game: ProjectShooter
LogInit: Version: 4.5.1-2336687+++depot+UE4-Releases+4.5
LogInit: API Version: 2326478
LogInit: Compiled (64-bit): Oct 21 2014 22:32:40
LogInit: Compiled with Visual C++: 18.00.21005.01
LogInit: Build Configuration: Development
LogInit: Branch Name: ++depot+UE4-Releases+4.5
LogInit: Command line:
LogInit: Base directory: D:/Software/Unreal Engine 4/Unreal Engine/4.5/Engine/Binaries/Win64/
LogInit: Rocket: 1
[2014.11.05-13.57.40:757][ 0]LogTaskGraph: Started task graph with 3 named threads and 4 total threads.
[2014.11.05-13.57.40:784][ 0]LogOnline:Warning: No default platform service specified for OnlineSubsystem
[2014.11.05-13.57.40:796][ 0]LogInit: Presizing for 0 objects not considered by GC, pre-allocating 0 bytes.
[2014.11.05-13.57.40:803][ 0]LogInit: Object subsystem initialized
[2014.11.05-13.57.40:805][ 0]LogConsoleResponse:Warning: Skipping Unknown console variable: ‘UIScaleRule = ShortestSide’
[2014.11.05-13.57.40:805][ 0]LogConsoleResponse:Warning: Found in ini file ‘C:/Users/Errol Green/Documents/Unreal Projects/ProjectShooter 4.5/Saved/Config/Windows/Engine.ini’, in section ‘[/Script/Engine.RendererSettings]’
[2014.11.05-13.57.40:805][ 0]LogConsoleResponse:Warning: Skipping Unknown console variable: ‘UIScaleCurve = (EditorCurveData=(Keys=((Time=480,Value=0.444),(Time=720,Value=0.666),(Time=1080,Value=1.0),(Time=8640,Value=8.0))),ExternalCurve=None)’
[2014.11.05-13.57.40:805][ 0]LogConsoleResponse:Warning: Found in ini file ‘C:/Users/Errol Green/Documents/Unreal Projects/ProjectShooter 4.5/Saved/Config/Windows/Engine.ini’, in section ‘[/Script/Engine.RendererSettings]’
[2014.11.05-13.57.40:806][ 0]LogInit: Selected Device Profile: [Windows]
[2014.11.05-13.57.40:806][ 0]LogInit: Applying CVar settings loaded from the selected device profile: [Windows]
[2014.11.05-13.57.40:811][ 0]LogInit: Computer: ERROL
[2014.11.05-13.57.40:811][ 0]LogInit: User: ErrolGreen
[2014.11.05-13.57.40:811][ 0]LogInit: CPU Page size=4096, Cores=4
[2014.11.05-13.57.40:811][ 0]LogInit: High frequency timer resolution =3.386481 MHz
[2014.11.05-13.57.40:811][ 0]LogMemory: Memory total: Physical=8.0GB (8GB approx) Virtual=8192.0GB
[2014.11.05-13.57.40:811][ 0]LogMemory: Platform Memory Stats for Windows
[2014.11.05-13.57.40:811][ 0]LogMemory: Process Physical Memory: 61.17 MB used, 61.17 MB peak
[2014.11.05-13.57.40:811][ 0]LogMemory: Process Virtual Memory: 36.38 MB used, 36.38 MB peak
[2014.11.05-13.57.40:811][ 0]LogMemory: Physical Memory: 2786.51 MB used, 8141.61 MB total
[2014.11.05-13.57.40:811][ 0]LogMemory: Virtual Memory: 29.51 MB used, 8388608.00 MB total
[2014.11.05-13.57.40:829][ 0]LogD3D11RHI: Found D3D11 adapter 0: NVIDIA GeForce GTX 660 ( Level 11_0)
[2014.11.05-13.57.40:829][ 0]LogD3D11RHI: Adapter has 1989MB of dedicated video memory, 0MB of dedicated system memory, and 2048MB of shared system memory, 1 output[s]
[2014.11.05-13.57.40:830][ 0]LogD3D11RHI: Found D3D11 adapter 1: Microsoft Basic Render Driver ( Level 11_0)
[2014.11.05-13.57.40:830][ 0]LogD3D11RHI: Adapter has 0MB of dedicated video memory, 0MB of dedicated system memory, and 256MB of shared system memory, 0 output[s]
[2014.11.05-13.57.40:830][ 0]LogD3D11RHI: Chosen D3D11 Adapter Id = 0
[2014.11.05-13.57.40:834][ 0]LogRHI: Texture pool is 1361 MB (70% of 1945 MB)
[2014.11.05-13.57.40:840][ 0]LogD3D11RHI: Async texture creation enabled
[2014.11.05-13.57.40:874][ 0]LogTextLocalizationManager: The requested culture (‘en_CA’) has no localization data; parent culture’s (‘en’) localization data will be used.
[2014.11.05-13.57.40:972][ 0]LogContentStreaming: Texture pool size is 0.000000MB
[2014.11.05-13.57.44:352][ 0]LogTargetPlatformManager:Display: Building Assets For Windows
[2014.11.05-13.57.44:632][ 0]LogTargetPlatformManager:Display: Building Assets For Windows
[2014.11.05-13.57.44:669][ 0]LogDerivedDataCache:Display: Max Cache Size: 512 MB
[2014.11.05-13.57.44:699][ 0]LogDerivedDataCache: Loaded boot cache 0.03s 39MB C:/Users/Errol Green/AppData/Local/UnrealEngine/4.5/DerivedDataCache/Boot.ddc.
[2014.11.05-13.57.44:699][ 0]LogDerivedDataCache:Display: Loaded Boot cache: C:/Users/Errol Green/AppData/Local/UnrealEngine/4.5/DerivedDataCache/Boot.ddc
[2014.11.05-13.57.44:700][ 0]LogDerivedDataCache: FDerivedDataBackendGraph: Pak pak cache file C:/Users/Errol Green/Documents/Unreal Projects/ProjectShooter 4.5/DerivedDataCache/DDC.ddp not found, will not use a pak cache.
[2014.11.05-13.57.44:700][ 0]LogDerivedDataCache: Unable to find inner node Pak for hierarchical cache Hierarchy.
[2014.11.05-13.57.44:747][ 0]LogDerivedDataCache:Display: Pak cache opened for reading …/…/…/Engine/DerivedDataCache/DDC.ddp.
[2014.11.05-13.57.44:759][ 0]LogDerivedDataCache: Using Local data cache path C:/Users/Errol Green/AppData/Local/UnrealEngine/Common/DerivedDataCache: Writable
[2014.11.05-13.57.44:887][ 0]LogMeshUtilities: No automatic mesh reduction module available
[2014.11.05-13.57.44:887][ 0]LogMeshUtilities: No automatic mesh merging module available
[2014.11.05-13.57.45:048][ 0]LogLinker:Warning: Asset ‘…/…/…/Engine/Content/Functions/Engine_MaterialFunctions02/Texturing/FlipBook.uasset’ has been saved with empty engine version. The asset will be loaded but may be incompatible.
[2014.11.05-13.57.45:051][ 0]LogLinker:Warning: Asset ‘…/…/…/Engine/Content/Functions/Engine_MaterialFunctions02/ExampleContent/Textures/flipbook.uasset’ has been saved with empty engine version. The asset will be loaded but may be incompatible.
[2014.11.05-13.57.45:174][ 0]LogInit: WinSock: version 1.1 (2.2), MaxSocks=32767, MaxUdp=65467
[2014.11.05-13.57.45:974][ 0]UdpMessaging: Initializing bridge on interface 0.0.0.0:0 to multicast group 230.0.0.1:6666.
[2014.11.05-13.57.46:101][ 0]LogDirectoryWatcher:Warning: Failed to begin reading directory changes for C:/Users/Errol Green/Documents/Unreal Projects/ProjectShooter 4.5/Binaries/Win64. Error: 0
[2014.11.05-13.57.46:187][ 0]SourceControl: Info Source control is disabled
[2014.11.05-13.57.46:187][ 0]SourceControl: Info Source control is disabled
[2014.11.05-13.57.46:191][ 0]SourceControl: Info Source control is disabled
[2014.11.05-13.57.46:274][ 0]LogObj: 22915 objects as part of root set at end of initial load.
[2014.11.05-13.57.46:274][ 0]LogUObjectAllocator: 4803544 out of 0 bytes used by permanent object pool.
[2014.11.05-13.57.46:316][ 0]LogEngine: Initializing Engine…
[2014.11.05-13.57.46:422][ 0]LogInit: XAudio2 using ‘Headset Earphone (5- ASTRO MixAmp Pro )’ : 2 channels at 48 kHz using 16 bits per sample (channel mask 0x3)
[2014.11.05-13.57.46:433][ 0]LogInit: FAudioDevice initialized.
[2014.11.05-13.57.46:445][ 0]LogAIModule: Creating AISystem for world NewWorld
[2014.11.05-13.57.46:462][ 0]LogDerivedDataCache: Saved boot cache 0.02s 39MB C:/Users/Errol Green/AppData/Local/UnrealEngine/4.5/DerivedDataCache/Boot.ddc.
[2014.11.05-13.57.46:465][ 0]LogInit: Texture streaming: Enabled
[2014.11.05-13.57.46:494][ 0]LogInit: Transaction tracking system initialized
[2014.11.05-13.57.46:549][ 0]BlueprintLog: New page: Editor Load
[2014.11.05-13.57.46:572][ 0]LogAssetRegistry: FAssetRegistry took 0.0105 seconds to start up
[2014.11.05-13.57.46:572][ 0]LogDirectoryWatcher:Warning: Failed to begin reading directory changes for …/…/…/Engine/Plugins/Experimental/CharacterAI/Content/. Error: 0
[2014.11.05-13.57.46:878][ 0]LogTargetPlatformManager:Display: Building Assets For Windows
[2014.11.05-13.57.47:099][ 0]LogTargetPlatformManager:Display: Building Assets For Windows
[2014.11.05-13.57.47:226][ 0]LogConsoleResponse:Display:
[2014.11.05-13.57.47:356][ 0]SourceControl: Info Source control is disabled
[2014.11.05-13.57.47:356][ 0]Cmd: MAP LOAD FILE=“C:/Users/Errol Green/Documents/Unreal Projects/ProjectShooter 4.5/Content/Maps/Testingmap.umap” TEMPLATE=0 SHOWPROGRESS=1
[2014.11.05-13.57.47:356][ 0]LightingResults: New page: Lighting Build
[2014.11.05-13.57.47:362][ 0]MapCheck: New page: Map Check
[2014.11.05-13.57.47:362][ 0]LightingResults: New page: Lighting Build
[2014.11.05-13.57.47:379][ 0]LogParticles: Destroying 0 GPU particle simulations for FXSystem 0x000000D3DDA85A80
[2014.11.05-13.57.47:550][ 0]LogLinker:Warning: CreateExport: Failed to load Parent for Function /Game/Character/HeroFPP_AnimBlueprint.HeroFPP_AnimBlueprint_C:KismetUpdateAnimation; removing parent information, but keeping function
[2014.11.05-13.57.48:886][ 0]LogBlueprint:Warning: USimpleConstructionScript::FixupRootNodeParentReferences() - Couldn’t find inherited parent component ‘DefaultSceneRoot’ for ‘StaticMesh1’ in BlueprintGeneratedClass ‘REINST_BP_Wall_C_97’ (it may have been removed)
[2014.11.05-13.57.48:897][ 0]LogBlueprint:Warning: USimpleConstructionScript::FixupRootNodeParentReferences() - Couldn’t find inherited parent component ‘DefaultSceneRoot’ for ‘StaticMesh1’ in BlueprintGeneratedClass ‘REINST_BP_Windows_C_104’ (it may have been removed)
[2014.11.05-13.57.48:897][ 0]LogBlueprint:Warning: USimpleConstructionScript::FixupRootNodeParentReferences() - Couldn’t find inherited parent component ‘DefaultSceneRoot’ for ‘StaticMesh2’ in BlueprintGeneratedClass ‘REINST_BP_Windows_C_104’ (it may have been removed)
[2014.11.05-13.57.48:907][ 0]LogBlueprint:Warning: USimpleConstructionScript::FixupRootNodeParentReferences() - Couldn’t find inherited parent component ‘DefaultSceneRoot’ for ‘StaticMesh1’ in BlueprintGeneratedClass ‘REINST_BP_Door_C_111’ (it may have been removed)
[2014.11.05-13.57.48:918][ 0]LogBlueprint:Warning: USimpleConstructionScript::FixupRootNodeParentReferences() - Couldn’t find inherited parent component ‘DefaultSceneRoot’ for ‘StaticMesh1’ in BlueprintGeneratedClass ‘REINST_BP_Foundation_C_118’ (it may have been removed)
[2014.11.05-13.57.48:928][ 0]LogBlueprint:Warning: USimpleConstructionScript::FixupRootNodeParentReferences() - Couldn’t find inherited parent component ‘DefaultSceneRoot’ for ‘StaticMesh1’ in BlueprintGeneratedClass ‘REINST_BP_Pillar_C_125’ (it may have been removed)
[2014.11.05-13.57.49:507][ 0]BlueprintLog:Warning: Warning Blueprint MyProjectile has been migrated and requires re-saving to avoid import errors
[2014.11.05-13.57.49:525][ 0]BlueprintLog:Warning: Warning Blueprint BP_Ice_Sphere has been migrated and requires re-saving to avoid import errors
[2014.11.05-13.57.49:535][ 0]LogEditorServer: Finished looking for orphan Actors (0.000 secs)
[2014.11.05-13.57.49:535][ 0]LogAIModule: Creating AISystem for world Testingmap
[2014.11.05-13.57.49:535][ 0]Cmd: MAP CHECKDEP
[2014.11.05-13.57.49:536][ 0]MapCheck: New page: Testingmap - Nov 5, 2014, 3:57:49 AM
[2014.11.05-13.57.49:634][ 0]MapCheck: Info Map check complete: 0 Error(s), 0 Warning(s), took 98.156ms to complete.
[2014.11.05-13.57.49:634][ 0]LogFileHelpers: Loading map ‘Testingmap’ took 2.278
[2014.11.05-13.57.49:701][ 0]LogCollectionManager: Loaded 0 collections in 0.000490 seconds
[2014.11.05-13.57.49:709][ 0]LogContentBrowser:Verbose: The content browser source was changed by the sources view to ‘/Game’
[2014.11.05-13.57.49:776][ 0]LogCrashTracker: Crashtracker disabled due to settings.
[2014.11.05-13.57.49:780][ 0]LogUObjectGlobals:Warning: Failed to find object ‘Class None.’
[2014.11.05-13.57.49:810][ 0]LogLoad: Full Startup: 10.90 seconds (BP compile: 1.04 seconds)
[2014.11.05-13.57.50:000][ 1]LogCrashTracker:

[2014.11.05-13.57.50:185][ 1]LogWindows:Error: Windows GetLastError: The operation completed successfully. (0)
[2014.11.05-13.57.50:185][ 1]LogCrashTracker:

[2014.11.05-13.57.50:185][ 1]LogWindows: === Critical error: ===
Fatal error: [File:D:\BuildFarm\buildmachine_++depot+UE4-Releases+4.5\Engine\Source\Runtime\RenderCore\Private\RenderingThread.cpp] [Line: 641]
Rendering thread exception:
Fatal error!

Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x00000008

UE4Editor-Renderer.dll!UnknownFunction (0x000007f833573533) + 0 bytes [UnknownFile:0]
UE4Editor-Renderer.dll!UnknownFunction (0x000007f83358b2f7) + 0 bytes [UnknownFile:0]
UE4Editor-Core.dll!UnknownFunction (0x000007f83ca76514) + 0 bytes [UnknownFile:0]
UE4Editor-Core.dll!UnknownFunction (0x000007f83ca7669d) + 0 bytes [UnknownFile:0]
UE4Editor-RenderCore.dll!UnknownFunction (0x000007f841f6fc33) + 0 bytes [UnknownFile:0]
UE4Editor-RenderCore.dll!UnknownFunction (0x000007f841f700c9) + 0 bytes [UnknownFile:0]
UE4Editor-Core.dll!UnknownFunction (0x000007f83ccc6326) + 0 bytes [UnknownFile:0]
UE4Editor-Core.dll!UnknownFunction (0x000007f83ccbad4d) + 0 bytes [UnknownFile:0]
KERNEL32.DLL!UnknownFunction (0x000007f851721842) + 0 bytes [UnknownFile:0]
ntdll.dll!UnknownFunction (0x000007f851cef9d1) + 0 bytes [UnknownFile:0]
ntdll.dll!UnknownFunction (0x000007f851cef9d1) + 0 bytes [UnknownFile:0]

[2014.11.05-13.57.50:294][ 1]LogExit: Executing StaticShutdownAfterError
[2014.11.05-13.57.50:311][ 1]LogWindows: FPlatformMisc::RequestExit(1)
[2014.11.05-13.57.50:311][ 1]Log file closed, 11/05/14 08:57:50

Hi there,

Could you please attach the files and Info on your system that are detailed here: How do I report a bug? - Programming & Scripting - Epic Developer Community Forums

This will help us determine the cause of the error you are receiving. Thank you!

I had to rename the dump file in order to attach it… My version build is VERSION: 4.5.1-2336687+++depot+UE4-Releases+4.5

link text

link text

This is still unresolved, any ideas anyone ?

Hi ErrolGR,

Are you having this issue with all projects, or just this one?

Just this project…

The crashing came out of no where, I had noticed I was missing the Engine folder in the content browser then I went to restart my computer and when I started Unreal editor back up it started to crash.

Another note, Is there detailed instructions on how to recover from autosaves? I’ve looked around and cant find much, I was unsure on how to open the umaps without actually having the project open.

Placing the autosave in the maps folder (alongside the corrupted map) and then opening it from within the editor should open the autosave.

I don’t know what caused your Engine folder to disappear, but if you migrated your intact assets to another project, you’d be able to recover them.

If you could find out what caused your Engine folder to disappear, giving us steps that would allow us to reproduce the problem would be very helpful.

This is very weird, I was able to get my project going again after I changed the default launch map to Minimal_Default, Then in the editor I was able to change the map to my actual game map…

Thoughts on what I should do next to prevent this from occurring again ?

Without knowing what caused the error, it’s difficult to know what steps could be taken to avoid it in the future. If your engine folder disappears again, then trying to find out what you were doing just before that would be useful. Of course, backing up your project periodically is the safest way to prevent any possible corruption or data loss.

Hey ErrolGR,

We haven’t heard from you in a while, so I’m marking this question as Resolved. If you’re still having trouble with this issue, comment and we’ll reopen the thread.

Regards,

Jonathan