Why is my packaged project .exe crashing on launch?

Hi all, I just finished a scene in UE4 and it work very well when launching from “play” inside the editor, anyway when I pack for windows and I try to start the scene from the generated .exe file I see the UE4 screen for a moment then it close himself automatically.
I can send you the scene If it can help investigating.

Thx

Hi Antoniobosi,

Here’s a few things I need your help with to solve this issue:

  • Try and package another
    project and see if the same thing occurs there
  • Grab the log file (found in packaged folder under “ProjectName\Saved\Logs”) and attach the file.

This should help give us a good idea as to what’s going on.

-Max B.
Engine Support QA

Hi Max, thx for the reply.
I’ve build other scenes and everything worked fine. I attached the log file, hope it helps!

link text

So I’m looking through the log file you sent and it looks like this is coming from your Engine folder:

“LogInit: Base directory: C:/Program Files/Unreal Engine/4.0/Engine/Binaries/Win64/”

I just want to make sure you’re grabbing the right one.The log I’m looking for is in the folder you selected to package your game in. The file should be “YourProject’sName.log”

Sorry, I took the log from the project folder!

link text

So from looking at the log it’s trying to find your ‘/Game/Maps/Example_Map’ and failing. Was this map packaged with you project?

-Max B.

Hi Max, I renamed the main project file to “Example_Map”, packed again and it worked. My question is, why it is looking for this Example_Map file? Can I change it?

Another a little off-topic question, when I launch the .exe th graphic settings are very low how can I adjust them?
thx

I’m guessing Example_Map was the original name when it was created and it’s the map name listed in the Project settings under the Maps & Modes Section. If renamed the map name outside of the editor, it should still load up in the editor correctly but will fail if the map name is not changed as well in the Project settings as well.

As for the off-topic question, for now you would need to set this up through a blueprint using ‘execute console command nodes’ would be best solution that I know of.

Thx Max, everything is working fine now. Your help has been much appreciated!