UE 4.7 crashes on Load-up

I’ve recently just converted the project that I’m working on to UE4.7 and every-time I try to load up the project the editor just crashes. Any suggestions as to what might be wrong? Below is the crash dump.

EpicAccountId:301f32e2f0ba4ef597ab4f3ff242f394
    
Unknown exception - code 00000001 (first/second chance not available)

Fatal error: [File:D:\BuildFarm\buildmachine_++depot+UE4-Releases+4.7\Engine\Source\Runtime\CoreUObject\Private\Templates\Casts.cpp] [Line: 11] 
Cast of ViusalNovelCharacter //Script//ViusalNovel.Default__ViusalNovelCharacter to Level failed

KERNELBASE + 24684 bytes
UE4Editor_Core!FOutputDeviceWindowsError::Serialize() + 292 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\core\private\windows\windowsplatformoutputdevices.cpp:95]
UE4Editor_Core!FMsg::Logf__VA() + 463 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\core\private\misc\outputdevice.cpp:526]
UE4Editor_CoreUObject!CastLogError() + 115 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\coreuobject\private\templates\casts.cpp:12]
UE4Editor_Engine!CastChecked<ULevel,UObject>() + 172 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\coreuobject\public\templates\casts.h:154]
UE4Editor_Engine!TActorIteratorBase<FActorFilter,FTickableLevelFilter>::operator++() + 255 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\engine\public\engineutils.h:352]
UE4Editor_Engine!UWorld::UpdateCullDistanceVolumes() + 337 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\engine\private\world.cpp:1237]
UE4Editor_Engine!UWorld::InitializeNewWorld() + 796 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\engine\private\world.cpp:987]
UE4Editor_Engine!UWorld::CreateWorld() + 561 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\engine\private\world.cpp:1053]
UE4Editor_Engine!UEngine::Init() + 1842 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\engine\private\unrealengine.cpp:750]
UE4Editor_UnrealEd!UEditorEngine::InitEditor() + 46 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\editor\unrealed\private\editor.cpp:447]
UE4Editor_UnrealEd!UEditorEngine::Init() + 1437 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\editor\unrealed\private\editor.cpp:602]
UE4Editor_UnrealEd!UUnrealEdEngine::Init() + 45 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\editor\unrealed\private\unrealedengine.cpp:42]
UE4Editor!FEngineLoop::Init() + 1247 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\launch\private\launchengineloop.cpp:1967]
UE4Editor_UnrealEd!EditorInit() + 920 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\editor\unrealed\private\unrealed.cpp:63]
UE4Editor!GuardedMain() + 926 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\launch\private\launch.cpp:133]
UE4Editor!GuardedMainWrapper() + 26 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\launch\private\windows\launchwindows.cpp:126]
UE4Editor!WinMain() + 249 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\launch\private\windows\launchwindows.cpp:202]
UE4Editor!__tmainCRTStartup() + 329 bytes [f:\dd\vctools\crt\crtw32\dllstuff\crtexe.c:618]

Never mind, managed to fix it!

Hey ZeroXCIV -

For other users who may experience the same issue, can you elaborate on how you fixed this issue?

Thank You

Eric Ketchum

Turns out it was an issue with the code I implemented in my character class that threw up an error every-time I tried to play the game, but when compiling it in Visual Studio it didn’t give me any errors. I found out when I built the game with the code in question using UE4.6 it would throw up the same errors.

I had to edit entire lines of code to get it to work by reverting to a previous file in my software versioning control system so I didn’t really get the chance to pinpoint the issue after I converted the project to UE4.7.

I’ll probably come back to this thread once I get a closer look at it later on since I haven’t been working on the code heavily for a while. On hindsight, the code I was working with was quite inefficient anyway and could have been improved.

After this experience, if anyone suddenly has this kind of issue my best bet would be to take a second look at your code and see if something you did is causing the issue, the call-stack usually gives a couple clues to help you out when something goes wrong.

Heya,

I seem to be getting the same or a similar crash from a project that I’m making in 4.7.2. I’m trying to populate a widget grid in UMG with child widgets filled with data from a table. I can populate the child widgets with the name from every row in the table, but when I try to get the thumbnail and ‘make brush from texture’ from the bound function in the child widget itself, it crashes.

If, however, I make the slate brush and pass that over to the child widget instead of the texture reference, it doesn’t crash.

Not sure why that happens, but that seems to fix the issue for me.

Hey radMonkey -

Assuming your crash logs are the same, we have identified the issue which is causing this crash and are currently working on integrating the fix into the next version of the engine.

Thank You

Eric Ketchum

Hey radMonkey -

If you would not mind, can you post the Project Log Files from your crash, you can find them :C:\Users\[UserName]\AppData\Local\Microsoft\Windows\WER\ReportQueue

There should be 3 files diagnostics.txt, minidump.dmp, [ProjectName].log If you could zip and upload here this will help us immensely to a solution.

Thank You

Eric Ketchum