Project Crash on Start

This is really starting to annoy me.

Over the weekend I made a game in UE4 for Games Jam, ran into a little issue where the project would crash when attempting to open it, it would crash when it would say “Loading 66%” every time. In the end, I had to make a brand new project and move over all of my blueprints/meshes/maps whatever to that, it worked, but it’s a major hassle.

Now my main piece of work for the year has got the same problem, thing is, it happens every time now, so I literally have to make a new project, set up inputs, fiddle around with for an hour before I can actually do anything and pray that I don’t have to do this again.

But I know I will.

I’m going to assume I’m using the software wrong as the issue seems to arise when making parents and childs of character blueprints. I know for sure the project won’t open again as it usually freezes for 10-20 seconds when I close any character blueprint before closing the project.

I’m starting to miss UDK, with that my files didn’t corrupt on a regular basis.

Any help would be greatly appreciated.

Crash Report:

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

Hey Conkoon-

WE have had received reports of projects failing due to blueprints and are looking into the best solution to fix the problem. It’s most likely that the blueprint became corrupted. If your issue is happening when creating parents/children blueprints then you may want to try removing those BPs from the project’s content folder and try to open the project again.

Cheers

Thanks for the quick response (: I played around with my project a bit and found opening a map without the unstable blueprint it won’t crash, if I then load the map it will, however… If I were to open my player blueprint, save & compile it and then open and close the parent blueprint, it doesn’t crash when I load my map… It’s very odd.

Hey Conkoon-

Are you able to reproduce this in a new project? If so what steps do you take that cause the crash? I’m attempting to test this myself and want to make sure I’m following the same steps. I’ve created a blueprint based on Character (Parent) and then created a blueprint based on that (Child) but would need more information to go from there.

I’ve tried a few times and there’s definitely something which causes it, but it could be related to how long the project has been open, as both cases it was open for 10 hours+ and that could cause a problem when RAM gets low. I’ve been carrying on with the project making sure I open a blank map first as this stops the crash, however when I close the project it closes then throws up a big error message, which is odd…

If you could post the log files from the crash that will help point us to where the crash is happening. Additionally, which version of the engine are you working in? If possible try testing for the crash again in the latest released version of the engine (4.6.1) if you are not already on this version.

I am currently using 4.6.1, here’s the crash log upon closing the engine


MachineId:
EpicAccountId:

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

Assertion failed:
!HasAnyFlags(RF_NeedLoad|RF_NeedPostLoad)
[File:D:\BuildFarm\buildmachine_++depot+UE4-Releases+4.6\Engine\Source\Runtime\CoreUObject\Private\UObject\UObjectLinker.cpp]
[Line: 96] Detaching from existing
linker for …//…//…//…//.

KERNELBASE + 37901 bytes
UE4Editor_Core + 3092349 bytes
UE4Editor_Core + 1597688 bytes
UE4Editor_Core + 1479058 bytes
UE4Editor_CoreUObject + 1690196 bytes
UE4Editor_CoreUObject + 918215 bytes
UE4Editor_CoreUObject + 927204 bytes
UE4Editor_CoreUObject + 1183309 bytes
UE4Editor_CoreUObject + 426071 bytes
UE4Editor!TBaseMulticastDelegate::Broadcast()

  • 129 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.6\engine\source\runtime\core\public\delegates\delegatesignatureimpl_variadics.inl:978]
    UE4Editor!FEngineLoop::AppPreExit() +
    374 bytes
    [d:\buildfarm\buildmachine_++depot+ue4-releases+4.6\engine\source\runtime\launch\private\launchengineloop.cpp:2718]
    UE4Editor!FEngineLoop::Exit() + 472
    bytes
    [d:\buildfarm\buildmachine_++depot+ue4-releases+4.6\engine\source\runtime\launch\private\launchengineloop.cpp:2025]
    UE4Editor!GuardedMain() + 532 bytes
    [d:\buildfarm\buildmachine_++depot+ue4-releases+4.6\engine\source\runtime\launch\private\launch.cpp:142]
    UE4Editor!GuardedMainWrapper() + 26
    bytes
    [d:\buildfarm\buildmachine_++depot+ue4-releases+4.6\engine\source\runtime\launch\private\windows\launchwindows.cpp:126]
    UE4Editor!WinMain() + 249 bytes
    [d:\buildfarm\buildmachine_++depot+ue4-releases+4.6\engine\source\runtime\launch\private\windows\launchwindows.cpp:202]
    UE4Editor!__tmainCRTStartup() + 329
    bytes
    [f:\dd\vctools\crt\crtw32\dllstuff\crtexe.c:618]

Hey Conkoon-

The callstack you provided is useful, however for more information could you also include the project log? This will help point to what exactly is crashing. A new, community-hosted Unreal Engine Wiki - Announcements - Epic Developer Community Forums will provide more information on where the file is located on your computer.

Yep, I uploaded the log to google drive here https://drive.google.com/file/d/0BwkTNJbUVvtsZTNmTXZkaFduV2s/view?usp=sharing

Hey Conkoon-

I apologize for the delayed response, we are still trying to track the cause of the crash you were having. There are a couple additional questions I’d like to ask to help us understand the problem better.

Are you still seeing this crash in the latest engine version? If so is it specific to character blueprints? If you find that you are crashing after closing a specific blueprint, try removing the .uasset from the contents folder (move to desktop for example) and open the project again. Let us know if you are able to open the project again after doing so. Also let us know if you can think of any other conditions that may contribute to the crash.

Thanks