Bad name index (unknown exception)

Having updated from 4.3.1 to 4.6 I have updated my project source code (very little C++ custom code). It compiles nicely and there’s not any remaining deprecation warnings. The project runs nicely in the editor as well and it packages (complete rebuild) without problems. However, when I want to run the standalone deployment you can see the window appear and then instantly crash. Note that I take use of one plugin (RadiantUI) which is dependent on external binaries (embedded chrome) but I have taken care of using the latest version (and again, it works perfectly when running it from the editor and has been working perfectly for months).

Log file

Here’s the crash error:

MachineId:removed
UserName:SomeUser

Unknown exception - code 00000001 (first/second chance not available)

Fatal error: [File:C:\Sandboxes\UnrealEngine\Engine\Source\Runtime\CoreUObject\Private\UObject\LinkerLoad.cpp] [Line: 3637]
Bad name index -1//134

KERNELBASE + 37901 bytes
SomeProject!FOutputDeviceWindowsError::Serialize() + 261 bytes [c:\sandboxes\unrealengine\engine\source\runtime\core\private\windows\windowsplatformoutputdevices.cpp:95]
SomeProject!FMsg::Logf__VA() + 500 bytes [c:\sandboxes\unrealengine\engine\source\runtime\core\private\misc\outputdevice.cpp:526]
SomeProject!ULinkerLoad::operator<<() + 172 bytes [c:\sandboxes\unrealengine\engine\source\runtime\coreuobject\private\uobject\linkerload.cpp:3637]
SomeProject!operator<<() + 31 bytes [c:\sandboxes\unrealengine\engine\source\runtime\coreuobject\public\uobject\propertytag.h:70]
SomeProject!UStruct::SerializeTaggedProperties() + 344 bytes [c:\sandboxes\unrealengine\engine\source\runtime\coreuobject\private\uobject\class.cpp:752]
SomeProject!UClass::SerializeDefaultObject() + 209 bytes [c:\sandboxes\unrealengine\engine\source\runtime\coreuobject\private\uobject\class.cpp:3135]
SomeProject!ULinkerLoad::Preload() + 2292 bytes [c:\sandboxes\unrealengine\engine\source\runtime\coreuobject\private\uobject\linkerload.cpp:2761]
SomeProject!ULinkerLoad::Preload() + 2926 bytes [c:\sandboxes\unrealengine\engine\source\runtime\coreuobject\private\uobject\linkerload.cpp:2836]
SomeProject!ULinkerLoad::CreateExportAndPreload() + 182 bytes [c:\sandboxes\unrealengine\engine\source\runtime\coreuobject\private\uobject\linkerload.cpp:2447]
SomeProject!ULinkerLoad::LoadAllObjects() + 73 bytes [c:\sandboxes\unrealengine\engine\source\runtime\coreuobject\private\uobject\linkerload.cpp:2512]
SomeProject!LoadPackageInternal() + 2139 bytes [c:\sandboxes\unrealengine\engine\source\runtime\coreuobject\private\uobject\uobjectglobals.cpp:875]
SomeProject!ULinkerLoad::VerifyImportInner() + 581 bytes [c:\sandboxes\unrealengine\engine\source\runtime\coreuobject\private\uobject\linkerload.cpp:2134]
SomeProject!ULinkerLoad::VerifyImport() + 141 bytes [c:\sandboxes\unrealengine\engine\source\runtime\coreuobject\private\uobject\linkerload.cpp:1922]
SomeProject!ULinkerLoad::VerifyImportInner() + 887 bytes [c:\sandboxes\unrealengine\engine\source\runtime\coreuobject\private\uobject\linkerload.cpp:2182]
SomeProject!ULinkerLoad::VerifyImport() + 141 bytes [c:\sandboxes\unrealengine\engine\source\runtime\coreuobject\private\uobject\linkerload.cpp:1922]
SomeProject!ULinkerLoad::CreateExport() + 345 bytes [c:\sandboxes\unrealengine\engine\source\runtime\coreuobject\private\uobject\linkerload.cpp:2924]
SomeProject!ULinkerLoad::IndexToObject() + 114 bytes [c:\sandboxes\unrealengine\engine\source\runtime\coreuobject\private\uobject\linkerload.cpp:3436]
SomeProject!ULinkerLoad::CreateExport() + 2589 bytes [c:\sandboxes\unrealengine\engine\source\runtime\coreuobject\private\uobject\linkerload.cpp:3059]
SomeProject!ULinkerLoad::CreateExportAndPreload() + 27 bytes [c:\sandboxes\unrealengine\engine\source\runtime\coreuobject\private\uobject\linkerload.cpp:2441]
SomeProject!ULinkerLoad::LoadAllObjects() + 73 bytes [c:\sandboxes\unrealengine\engine\source\runtime\coreuobject\private\uobject\linkerload.cpp:2512]
SomeProject!LoadPackageInternal() + 2139 bytes [c:\sandboxes\unrealengine\engine\source\runtime\coreuobject\private\uobject\uobjectglobals.cpp:875]
SomeProject!UEngine::LoadMap() + 5439 bytes [c:\sandboxes\unrealengine\engine\source\runtime\engine\private\unrealengine.cpp:8810]
SomeProject!UEngine::Browse() + 2221 bytes [c:\sandboxes\unrealengine\engine\source\runtime\engine\private\unrealengine.cpp:8100]
SomeProject!UGameInstance::StartGameInstance() + 768 bytes [c:\sandboxes\unrealengine\engine\source\runtime\engine\private\gameinstance.cpp:296]
SomeProject!UGameEngine::Init() + 1446 bytes [c:\sandboxes\unrealengine\engine\source\runtime\engine\private\gameengine.cpp:480]
SomeProject!FEngineLoop::Init() + 1103 bytes [c:\sandboxes\unrealengine\engine\source\runtime\launch\private\launchengineloop.cpp:1919]
SomeProject!GuardedMain() + 269 bytes [c:\sandboxes\unrealengine\engine\source\runtime\launch\private\launch.cpp:129]
SomeProject!GuardedMainWrapper() + 26 bytes [c:\sandboxes\unrealengine\engine\source\runtime\launch\private\windows\launchwindows.cpp:126]
SomeProject!WinMain() + 249 bytes [c:\sandboxes\unrealengine\engine\source\runtime\launch\private\windows\launchwindows.cpp:202]
SomeProject!__tmainCRTStartup() + 329 bytes [f:\dd\vctools\crt\crtw32\dllstuff\crtexe.c:618]

Seems like it’s the plugin causing the crash. Removing the plugin elements (two browser windows) from the map and it behaves correctly. I have mailed RadiantUI support regarding this issue (will update if clarifications arise).

Update: RadiantUI has just open-sourced the plugin and released ‘Beta 7’ which fully supports UE 4.6: GitHub - joeriedel/RadiantUI: CEF Based Web Browser Integration into Unreal Engine 4

Was there any extra steps required to get your build working?

Im in the same boat, im trying something real simple and inserting one web actor into the fps template as in the youtube RadiantUI tutorials.

Everything compiles and builds fine but the built content will not launch.

Stumped!

Is it working fine in the Editor but not outside? For your builds (that you will run outside of the editor, packaged/staged) you need to copy over some binary files manually. It’s detailed in this video (starts at correct time): RadiantSDK - How to package your game - Tutorial Series - Video 8 - YouTube

Thanks for the link, unfortunately ive seen that and that did not seem to fix the build not running when everything is working in the editor.

Ill keep looking thanks!

Did you ever get to the bottom of this?.. I appear to be having the same problems with my game where everything runs fine in the editor but in a packaged build I get a nearly identical crash.

I also followed that package tutorial video as well and copied over the right binaries

Eh, well I managed to eliminate all the static radiant screens from my project and that seemed to solve all my issues. The regular hud view elements worked fine.

@ what do you mean by static radiant screens ? i’m currently having the same problem