How can I resolve the "kernelbase.pdb not loaded" error in Visual Studio?

Hi, i have been working on a project for a couple of weeks now and a couple of hours ago i started getting some problems when i compiled the game using visual studio 2013 and then tried to play the game.

Each time when i press the play button i get thrown out to visual studio which complains that the “kernelbase.pdb” was not loaded. However i can then press the continue button and the game will continue just fine, i can also use the simulate button and simulate the game without the game hitting a breakpoint.
If i close down visual studio and just run the project i can play without any problems.

I found this page, https://docs.unrealengine.com/latest/INT/Programming/UnrealBuildSystem/Configuration/index.html
but i cant seem to find the “BuildConfiguration.cs” to change around the settings.

This is the last part of the output in visual studio

D:\BuildFarm\buildmachine_++depot+UE4-Releases+4.0\Engine\Source\Runtime\Engine\Private\BlueprintGeneratedClass.cpp(177): Ensure condition failed: TimelineTemplate != NULL

UE4Editor.exe has triggered a breakpoint.

Has anyone had the same problem or does anyone have a solution to my problem?

Hi, what you are seeing here is an assertion that has been put in to ensure that certain unexpected circumstances are not encountered in normal behaviour:

Ensure condition failed: TimelineTemplate != NULL

This ‘ensure’ is found inside UBlueprintGeneratedClass::CreateComponentsForActor (in Engine\Source\Runtime\Engine\Private) and suggests that you somehow have a null timeline in the Timelines array for a blueprint. Does that point you towards where you might have something set up incorrectly, perhaps?

That’s odd :s I suspect it’s managed to serialize a nullptr into that array.

If you wanted me to take a look at your project you could email me a link to arodham[at]pitbullstudio[co][uk] and I look into it a bit further. In the meantime if the assert is becoming a problem, you could just change that line to:

// Not fatal if NULL, but shouldn't happen
if (!TimelineTemplate)
{
    continue;
}

Yes, i found the code you are talking about in the source code and searched through my blueprints to see if i had something with a timeline. I found that when i opened the components of the MyCharacter from the FPS template the editor complained and i got thrown to VS again.
But when pressing continue and looking at the blueprint i cant see any timelines at all as haven’t used any at all in the whole project. Can it be another component that causes the problem and if so why did it start now as i haven’t changed the MyCharacter for a week or so.

Might also that i cannot add/remove or edit any components to the MyCharacter blueprint.

I’m not currently using the source code, will i still be able to change that line?
It would be great if you could take a look at the project, how do you want me to send it to you?

If you’re not building the binaries from GitHub then I’m afraid you won’t be able to change the line, no. If you send me a link to your project on Dropbox or similar, that should be fine.

Alright, i sent you a link to the project. I’ll have to keep testing to see if i can find anything.

It turned out that recompiling 's Blueprint “MyCharacter” fixed seeing this assert.

I’m having the same issue. I don’t know which blueprint is causing this, but if I try to open any blueprint of mine they immediately crash. Is there another way of compiling a BP?

Hi @Hamad.Empire

If you are seeing a crash when you try to open a Blueprint, it may be something different to this issue, though possibly related. If you could post a new question to focus on the issue you are experiencing, that would be great.

Thanks,