After packaging game level, .exe file crashes at start?

I have a simple game level that I want to package for Windows (x64) in development. When I finish packaging the ‘game’ successfully. I navigate to the folder location of the game.exe file and open it, it immediately crashes with this window. What do I do? I only have some some simple Blueprint such as triggerbox and a matinee video that plays at start.

Here’s the screenshot of the crash error:

I have the exact same issue. That actually makes me feel a little better (that at least it may not be on my end) What does your log look like? Mine isn’t helpful at all.

Here’s my crash log and .dmp file. I have no idea what causing this problem.

Crash Logs

In your crash logs I noticed this:

*LogWindows:

=== Critical error: ===

Assertion failed:

GConfig->GetInt(TEXT(“TextureStreaming”), TEXT(“MinTextureResidentMipCount”), MinTextureResidentMipCount, GEngineIni) [File:D:\BuildFarm\buildmachine_++depot+UE4-Releases+4.6\Engine\Source\Runtime\Engine\Private\SystemSettings.cpp] [Line: 346] *

I don’t have the engine source code available to me but that error means it’s having trouble applying a value to the MinTextureResidentMipCount config variable. Trying going into the editor Project Settings → Rendering → and un-check Texture Streaming (and rebuild after that) and see if it works. Or at least doesn’t crash after you package and launch.

I tried your solution, and not only it made the lighting quality and texture quality of my level look awful. I tried packaging it and launching it, it still crashes.
EDIT: New crash log files:
link text

Indeed. Disabling texture streaming will make the graphics look terrible but this was just for a test to see if it would run, which it did.

By chance, are there any errors with your Blueprint scripts? Perhaps you just deferred fixing them and possibly forgot about them? Though I suppose it wouldn’t have let you package the game.

Just to test, I just created a new project for Windows only, packaged it and it runs on my computer. I did disable the OpenGL rendering as well as ensure it wasn’t being built for any other platform aside from Windows.

I double checked to see if it’s making it for any other platforms other than Windows. No, I do not have any blueprint errors. Still crashes…

Was this project converted from a different engine version? Also if you create a brand new test project, try and build that one, does it also crash after packaging it? Trying to determine if it’s a problem isolated to that particular project or if there isn’t something else happening.

I tried creating a brand new project and building it. It does crash after packaging it and launching it. I tried building a project with 4.5.1 and checked to see if it was a 4.6 issue, it is. The 4.5.1 works great after launching it. So, 4.6 is having issues with packaging games and launching them.

Same here, new projects in 4.6 crash. The ones in 4.5.1 don’t.

This is really odd because I just created a new 4.6 project, configured for Windows platform, packaged and it works. Did you try verifying your 4.6 engine from the launcher? What i’m hoping is its a corruption of some kind.

Are you a staffer?

I’m having the exact same issues as others have report with 4.6 packages crashing on launch. I also created a project from scratch, built it, and it worked. I spent hours converting all my asset to a brand new 4.6 project and I still have the same issue. The project packaged fine in 4.6 preview and not with 4.6. Yes I have also verified my engine, multiple times. This is a blueprint project and not a code project.

Nope he’s not a staffer. You can identify them with the tag near their username.

Nope. Just a regular user like you :slight_smile: I’d also add when I converted my C++ project to 4.6 I had to do some manual code massaging but it wasn’t anything that would break it. This is a really bizarre issue. Really wish I had answers.

I figured as much because you’ve helped us with this issue more than staff has :wink: but this issue is pretty frustrating. I wish you had answers too lol. But thanks for the help anyway!

Howdy everyone,

Sorry that I am late to the party. I have been attempting to reproduce this issue and have been unsuccessful so far. I created a simple matinee to trigger when i enter a TriggerBox. I then packaged the project for Windows (64-Bit) and have not seen a crash. I have also tried to do this in an older version UE4, converting to 4.6, and still no error. Is there a simple way that i may be able to see this error via a setup or repro steps.

Any additional information would be greatly appreciated.

Thanks and have a great day!

Try adding a light importance volume, I read that is one of the problem causing it. I tried removing mine but it caused some lighting issues and did not fix the problem for me.

Interesting. Noted, I will try later this evening

Oblivion’s solution worked for me. I had crash if i had Substance plugin enabled or Rift turned on, but since i added a lightmass importance volum it works !
Thanks Oblivion, i wonder how i could have missed that…
And i wonder why the engine doesn’t warn when you forget to place one, as it seems to cause many trouble when there is not

UE3 used to warn you about its absence. Not sure if UE4 does but this is good to know.