Crash On Load w/ "no minidump" crash report

I was attempting to attach components to a pawn via c++ when I then attempted to open the project editor from the Epic Games Launcher and found that it was crashing on startup (though the Visual Studio code compiled just fine).

[Here is my log file.][1]

Originally posted by Envisioner at: Solved. Notifying: "no minidump" crash on load b/c UShapeComponent instantiation - Platform & Builds - Epic Developer Community Forums

I peeked at my project.log file after I received a “no minidump” crash report and saw mention of how the UShapeComponent was meant to be abstract. Knowing that I had a single line that attempted to instantiate one, I modified it to UCapsuleComponent instead and now the editor will launch just fine. It is a problem, however, that an issue such as this one isn’t caught somewhere else earlier on in the user’s workflow, so I figured I’d let you guys know.

Hi Envisioner,

I’m glad that you found out what was causing you to crash. As you also mentioned that you weren’t receiving a callstack or minidump with the crash reporter, I would like to ask: Are you using Windows 10? If so, there is a known issue with Windows 10 when using 4.8 where the crash reporter will not be able to find the minidump files. This is due to 4.8 not having any native Windows 10 support. That issue in particular should be fixed in 4.9.

It is possible that the crash itself was due to an assert which would give a message to let you know why the crash was occurring thus it working as intended.

Something else to add after looking at your code. I see that you are registering your custom components with the scene manually. I would suggest (if you’re doing this in the constructor) to take those lines out. Registering a component is a heavy operation and is done anyway when the actor is spawned into the scene so you are currently doing it twice. You can find more information about this here: