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Packaged game crashes on exit

Hi, We get a crash on our packaged game every time we exit the game. We are using a simple console - exit command via a widget in the menu to exit the game.

MachineId:CE2E1A81418B38ECDF553FA484EC6E30 EpicAccountId:

Access violation - code c0000005 (first/second chance not available)


CDFStarfighter_Win64_Shipping!UFont::GetMaxCharHeight() CDFStarfighter_Win64_Shipping!UTextRenderComponent::CalcBounds() CDFStarfighter_Win64_Shipping!USceneComponent::UpdateBounds() CDFStarfighter_Win64_Shipping!USceneComponent::PropagateTransformUpdate() CDFStarfighter_Win64_Shipping!USceneComponent::UpdateComponentToWorldWithParent() CDFStarfighter_Win64_Shipping!USceneComponent::UpdateComponentToWorld() CDFStarfighter_Win64_Shipping!USceneComponent::DetachFromParent() CDFStarfighter_Win64_Shipping!UActorComponent::BeginDestroy() CDFStarfighter_Win64_Shipping!UPrimitiveComponent::BeginDestroy() CDFStarfighter_Win64_Shipping!StaticExit() CDFStarfighter_Win64_Shipping!?ExecuteIfSafe@?$TBaseStaticDelegateInstance@$$A6AXXZ$$V@@UEBA_NXZ() CDFStarfighter_Win64_Shipping!?Broadcast@?$TBaseMulticastDelegate@X$$V@@QEBAXXZ() CDFStarfighter_Win64_Shipping!FEngineLoop::AppPreExit() CDFStarfighter_Win64_Shipping!FEngineLoop::Exit() CDFStarfighter_Win64_Shipping!GuardedMain() CDFStarfighter_Win64_Shipping!GuardedMainWrapper() CDFStarfighter_Win64_Shipping!WinMain() CDFStarfighter_Win64_Shipping!__scrt_common_main_seh() [f:\dd\vctools\crt\vcstartup\src\startup\exe_common.inl:264] kernel32 ntdll

I am not sure if there is another way to shut down the game properly?

Thanks :)

Product Version: UE 4.10
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asked Mar 17 '16 at 06:57 PM in Packaging & Deployment

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avatar image Matthew J Mar 17 '16 at 07:25 PM

Hello Swilliams,

It seems like that UFont::GetMaxCharHeight() function is accessing something that turns out to be null and causes the crash but that doesn't really tell us but so much. Are you able to get any logs from the packaged product? Also, please try playing in Standalone Window in the editor and/or trying to package for a different configuration such as Development or Shipping, whichever one you weren't using. While doing these things, try quitting the same way to see if you crash there as well so we can see if it is only the packaged product and if it is specific to a particular configuration.

avatar image MAGtechnologies Mar 17 '16 at 07:40 PM

Thanks Matthew. In editor its fine, In stand alone the game has lots of crashes as its a VR game and set up for VR only. Running a stand alone game runs in NonVR and we have set up a lot of VR check etc so testing a stand alone doesn't work. The packaged game is fine apart from this crash, I though it must be something to do with using an exit console command. I can try a few different packaging methods tomorrow and let you know how i get on.

Thanks :)

avatar image Matthew J Mar 21 '16 at 08:30 PM

Have you had a chance to look at the other packaging methods as of yet? I'm interested to hear what you've discovered.

avatar image MAGtechnologies Mar 27 '16 at 04:46 PM

HI, sorry for the delay. We have a busy few weeks ahead. I packaged a build for debug and development. These builds crash before i can get to the exit part. The shipping build works fine though, except the crash at the exit.

I can get you the crash reports for those, but that would not point to the exit crash in the fully working shipping build. Or will it? I can get them if you need them. Aside from that I am sure it running some sort of garbage collection, and the game is still running until you exit the crash window. if that helps.

Thanks :)

avatar image Matthew J Mar 29 '16 at 02:15 PM

Any information could be helpful at this point. If you do decide to upload multiple logs, please label them accordingly so it is easy to keep track of which is which. If you need to, while in development or debug, could you try using the console command directly to quit the game to see if you still get the crash that way?

avatar image MAGtechnologies Apr 02 '16 at 02:37 PM

Still could not get to the bottom of this. I have used a new 4.10.04 on github with oculus 1.3 sdk, and that has fixed the problem. Very strange.

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I have used a new 4.10.04 on github with oculus 1.3 sdk, and that has fixed the problem.

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answered Apr 02 '16 at 02:37 PM

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