paper2D game crashes on launch or as package - iOS - 'Falied to Load Outer for resource 'WidgetTree"

My Paper2D game crashes on launch or as package on iOS (iPad Mini and iPod Touch) - 'Falied to Load Outer for resource 'WidgetTree"

It works on Android. I even have an Alpha testing version on the App store that downloads, installs, and plays fine.

Thanks for any info!

The above error repeats multiple times at the end of the log I pulled from iPad Mini, which I suppose means that is when the crash is happening:

[2016.05.10-21.15.48:948][ 0]LogLinker:Warning: CreateImport: Failed to load Outer for resource ‘WidgetTree’: WidgetBlueprint /Script/UMGEditor.Default__WidgetBlueprint
[2016.05.10-21.15.49:029][ 0]LogLinker:Warning: CreateImport: Failed to load Outer for resource ‘WidgetTree’: WidgetBlueprint /Script/UMGEditor.Default__WidgetBlueprint
[2016.05.10-21.15.49:084][ 0]LogLinker:Warning: CreateImport: Failed to load Outer for resource ‘WidgetTree’: WidgetBlueprint /Script/UMGEditor.Default__WidgetBlueprint
[2016.05.10-21.15.49:126][ 0]LogLinker:Warning: CreateImport: Failed to load Outer for resource ‘WidgetTree’: WidgetBlueprint /Script/UMGEditor.Default__WidgetBlueprint
[2016.05.10-21.15.49:129][ 0]LogLinker:Warning: CreateImport: Failed to load Outer for resource ‘WidgetTree’: WidgetBlueprint /Script/UMGEditor.Default__WidgetBlueprint
[2016.05.10-21.15.49:132][ 0]LogLinker:Warning: CreateImport: Failed to load Outer for resource ‘WidgetTree’: WidgetBlueprint /Script/UMGEditor.Default__WidgetBlueprint
[2016.05.10-21.15.49:376][ 0]LogLinker:Warning: CreateImport: Failed to load Outer for resource ‘WidgetTree’: WidgetBlueprint /Script/UMGEditor.Default__WidgetBlueprint
[2016.05.10-21.15.4

Just wanted to add something that might be related, as the errors also have to do with widgets (see attached) even though the file in question is an Actor.

I made some character intros that appear in the game and then time out after a couple of seconds. There is a parent Actor with a PaperSprite Flipbook attached (it actually just has one frame but I never changed it to a sprite after deciding not to animate), and three children of that Parent with different Flipbooks (which are backgrounds) and also with Sprites attached (the character images). The crash happens with the Parent and Children actors in my 4.10 versions of that game. I can open the files to the EventGraphs and other BP views, but when I try to open the Viewport tab, the whole Engine crashes every time (error log attached).

This does not happen in my new 4.11 version. (I would have sworn that it did not happen before today, but maybe I just hadn’t tried opening those files for a while.)
link text

Hey viscid2015,

Is there a reason you would not like to remain on 4.11 since the issue is resolved there?

Also, I would investigate using the Window > Reset Layout option to see if that fixes the issue. It sounds like calling your Viewport tab to open those actors is causing the crash to occur. Fixing your layout back to its default state might resolve the issue.

Let me know if you have further questions or need additional assistance.

Cheers,

Hi. To clarify, the issue with opening the actors is resolved in 4.11, but the iOS crash on launch is not resolved on 4.11. I just wondered if that actor crash was in any way related to the overall iOS crash issue. Sorry if I was confusing.

I tried resetting the layout and that didn’t do it for 4.10. But I don’t mind continuing on 4.11. I just need to figure out why the game crashes on iOS from launch or package. Thanks for any insight! Let me know what further, non-confusing info I can provide. :slight_smile:

No worries. Since you are getting a crash on the iOS device when launching follow the steps below. These steps must be completed immediately after experiencing a bug on an iOS device. Only one log per game is kept on the device.

Windows:

  1. Open iPhonePackager (Engine/DotNET/IOS)
  2. Select a uproject file (optional)
  3. Select the Advanced Tools tab
  4. Select Other Deployment Tools…
  5. Select Backup documents…
  6. Select the IPA for the game you wish to get the log for

The documents directory data will then be copied to Engine/DotNET/IOS/IOS_Backups or GameDir/IOS_Backups if a uproject was selected
The log can then be found at IOS_Backups/Game/Saved/Logs

Mac:

  1. Open Xcode (install Xcode if you have not already)
  2. Open Window|Devices
  3. Select the device you want to get the log off of.
  4. Select the app you want to get the log from.
  5. Select the gear icon under the app list
  6. Select Download Container
  7. Select a location for the container file
  8. Navigate to the file via Finder
  9. Right click and select Show Package Contents
  10. Navigate to the location of the log (AppData/Documents/Game/Saved/Logs)

Attach your logs in your response so I can investigate the crash further.

Cheers,

Here is the log I got a few days ago using the steps above. I can’t get it to give me another one for some reason.link text

Thanks!

Try getting it to crash again on the device, and then grab your logs immediately afterwards.

When I do those steps, it doesn’t copy over a log. This screenshot shows what it copies over and where.

In case you can’t see that, it’s copying over what looks to be the config folder, like defaultDeviceprofile.ini and such things.

So I might have misunderstood or misread so just to clarify, you are crashing when you open the project on the mobile device, and not when attempting to ‘Launch On’ to the device?

If it is indeed the later, you can provide me with your logs via Unreal Projects > YourProjectName > Saved > Logs. I can then take a look further into the issue.

Thanks,

It crashes if I launch to device and then try to open the game.

It crashed if I package the game, install the IPA, and then try to open the game.

In both cases, it shows the splash page, and the movie I added for the loading time, and then it just closes itself/crashes.

Attached is what is logged from a launch I just attempted to an iPad mini. Is it unusual that it launches but does not automatically open? When I launch on Android, it automatically opens the game when it’s done with the launch process.

Thanks again.link text

Hey viscid2015,

I’d like to get a repro case so I can continue to help you troubleshoot. Do you have possibly a way to reproduce this bug using a similar set up to your project?

It seems there is a correlation to the Widget section of your project. Do you have any errors in any of your Widget Blueprints when compiling?

Thanks,