[windows-development] build crashes on launching 4.6

So I’ve actually seen a lot of similar posts made recently with exe’s crashing on launch. At first my project wouldn’t even cook and therefor wouldn’t build. I spent a couple hours and converted all the assets to a new project and it built! But upon running the game it crashed. I can’t quite make anything out of the log. Any help would be greatly appreciated.link text

and the crash report doesn’t say s**t

MachineId:2D9E908D4E243EBEBC4E04A099579624
EpicAccountId:

We apologize for the inconvenience.
Please send this crash report to help improve our software.

Please Obi-wan kenobi, you’re my only hope.

I’m seeing a lot of threads about package crashes on launch getting no attention from staff. This is my 2nd thread about the issue.

Howdy TheFoyer,

Thank you for reporting this issue. I have attempted to reproduce this issue with a quick setup and have been unsuccessful so far. Is there a was that i may be able to reproduce this issue locally so that i may be able to see what may be causing the error? Also, are you using a source version of the engine or Binary?

Any additional information would be greatly appreciated.

Thanks and have a great day!

Hey Sean thanks for the response.

So I’ll start at the beginning. My project was packaging and running fine in 4.6 preview. When I converted over to the 4.6 final build it would not package. In fact it wouldn’t cook therefor wouldn’t build at all. No idea why it wouldn’t cook, I created another post for that. After not getting very far I decided to just create a blank 4.6 project and migrate my assets over manually. Once I got everything migrated over, the project would build successfully. Then it would crash upon launching the exe.

Note: Now I had some issues with my project files. I did some renaming and deleting of files weeks ago; and I had some issues trying to delete a blank folder from the content manager. It would not let me delete the folder saying that files where still there and were being referenced. So that was odd. [I think at one point I deleted a file, then did an edit/undo and things got weird)

So when you migrate now it looks like it will automatically migrate all referenced files (Which I do not like, i wanted to handle this myself, I think this is why I’m having these issues as there are some old broken links?? Another reason I didn’t like the auto migrate was I wanted to clean up some of my files and this just added all the crap again :(). So when I was migrating files, there were a few files that were NOT in my content browser and had a strange name. Sadly I’m not at my workstation now but it was something like “UserStruct_3424” or something like that. I have no idea what files these were where they came from or what they are doing.

This is the binary version of the editor. Starting from a blank project. All blueprints. Can it help if I send you the project?

Hi Sean, this is the binary editor. It was started on a blank 4.6 project.

Prior to migrating to a blank 4.6 project. My game packaged and ran fine in 4.6 preview build. It stopped building and wouldn’t cook after I converted to 4.6 final build. That’s when I decided to migrate assets over to a blank project. Then it built, yay, but crashed instantly upon running.

When I was migrating my files to the new project there were files that were being migrated that I did not create and that were not in my content browser. Supposedly these files were at the root of the project directory and called something like “UserStruct_234” or something like that. Again I cannot see these files in my content browser but when I migrated them they sure where there.

At one point in time I was moving some files around and I attempted to delete a directory that was recently emptied. The editor would not let me delete the folder saying that files existed there and were being referenced. I also have an issue in one of my level blueprints that throws an “Accessed None” on a construct node that doesn’t even have any connecting nodes or anything. I don’t know if any of this has an issue but I had no idea where to even begin troubleshooting.

On top of all that the editor crashes 5-6 times in a few hour period of time. 4.6 has been nothing but unstable for me.

Weird so that original post is now showing. So weird! I posted that yesterday and it’s saying it was posted an hour ago! lol Ok I’ll be sending that over in a few minutes thanks! :slight_smile:

Did I cuss? lol whoops

Hey TheFoyer,

Sending me the project would be very beneficial as i have been unable to reproduce any of the crashes that have been occurring. You can send me the files over a private message on the Forums. Here is a link to my page: https://forums.unrealengine.com/member.php?4890-Sean-Gribbin

Thanks and have a great day!

What happened was that a word caught our banned words filter and I had to push it through moderation.

nope. there was no cuss words. I was trying to figure it out as well. I will have a pass through the words later,

Howdy TheFoyer,

Thank you for reporting this issue. I was able to see the crash that was occurring for you when packaging and trying to open for windows. I have placed Jira report UE-6766 into our database so that the issue may be addressed in a future release of UE4.

Thanks again and have a great day!

Unfortunately, this is not a public facing…yet. I can update you as i see the report progress and go through any changes. I was able to see the crash, though i am unsure as to what is causing the issue exactly. I reported the crash logs and the callstacks in the report so it may give the developer a better understanding of what may be occurring during the crash.

Excellent, is this a public facing tool so I can track it? Also if you don’t mind elaborating a bit on what you mean exactly. Did you find something to cause the crash or just that the crash may provide us with better error handling?

I found where the issue is coming from. In my Game Instance class from the Event Init function - create widget node. That node is causing it to crash.

I was able to reproduce this error on a default template (car template)

Hey TheFoyer,

Would you be able to provide a bit more information on the setup for this repro? I have a car template open and and a bit lost on where to go after this.

Thanks!

Hey yeah sorry I should’ve posted a screenshot.

So create a new game instance class and point the project to load that class by default (from project settings)

Then create the init event function in the new game instance class. Then connect from that to a Create Widget function. You can create a simple/blank slate widget and assign it to the Create Widget node and hook up a player controller. Package the project and attempt to run the exe.

The purpose of this was to create a Loading UI screen from game instance that I could call from any class at anytime. And it worked pretty well from PIE but not from the package. Maybe this isn’t intended behavior but there doesn’t seem to be many options to handle a loading screen and this was my best attempt.

Another thing that is slightly unrelated, (but related to create widget) is that, from a HUD class, I used to be able to call “Create Widget” class in my construction graph. Since 4.5 I have not been able to make a “Create Widget” node (as it’s not available option) I had to create a new function and call that function from the construct graph. But I can call Create Widget from event graph ‘begin play’

Hey TheFoyer,

Thank you for the steps that you have provided. I was able to recreate the error that you have been running into. I was unsure if this error was related to the other error so i went ahead and also created JIRA report UE-7010 and the issue so that it may be resolved in a future release.

Thanks again and have a great day!

Howdy TheFoyer,

Just wanted to keep you updated. UE-6766 has been resolved and verified. It should be fixed in the 4.7 release. Unfortunately, I am unsure as to when this release will be made public.

Thanks!