My project crashes every time I open it. I have tried to replace autosave files with suspected problem files but that hasn’t worked. It all happened when I compiled some new code in VS and it compiled successfully, so I go to compile from the UE4 editor and a minute later the engine crashes. When I attempt to launch my project the engine crash again.
Here is the message I get:
You do not have any debugging symbols required to display the callstack for this crash.
That doesn't really help I guess.
This is the message in the log file.
Log file open, 06/28/16 22:50:41
LogInit:Display: Running engine for game: DrunkSimulator
LogPlatformFile: Not using cached wrapper
LogInit:Display: RandInit(1066774679) SRandInit(1066774694).
LogTaskGraph: Started task graph with 4 named threads and 7 total threads with 1 sets of task threads.
LogStats: Stats thread started at 0.070785
LogInit: Version: 4.12.4-3028348+++UE4+Release-4.12
LogInit: API Version: 2992821
LogInit: Net Version: 3028348
LogDevObjectVersion: Number of dev versions registered: 13
LogDevObjectVersion: Dev-Blueprints (B0D832E4-1F89-4F0D-ACCF-7EB736FD4AA2): 3
LogDevObjectVersion: Dev-Build (E1C64328-A22C-4D53-A36C-8E866417BD8C): 0
LogDevObjectVersion: Dev-Core (375EC13C-06E4-48FB-B500-84F0262A717E): 1
LogDevObjectVersion: Dev-Editor (E4B068ED-F494-42E9-A231-DA0B2E46BB41): 2
LogDevObjectVersion: Dev-Framework (CFFC743F-43B0-4480-9391-14DF171D2073): 6
LogDevObjectVersion: Dev-Mobile (B02B49B5-BB20-44E9-A304-32B752E40360): 0
LogDevObjectVersion: Dev-Networking (A4E4105C-59A1-49B5-A7C5-40C4547EDFEE): 0
LogDevObjectVersion: Dev-Online (39C831C9-5AE6-47DC-9A44-9C173E1C8E7C): 0
LogDevObjectVersion: Dev-Physics (78F01B33-EBEA-4F98-B9B4-84EACCB95AA2): 0
LogDevObjectVersion: Dev-Platform (6631380F-2D4D-43E0-8009-CF276956A95A): 0
LogDevObjectVersion: Dev-Rendering (12F88B9F-8875-4AFC-A67C-D90C383ABD29): 2
LogDevObjectVersion: Dev-Sequencer (7B5AE74C-D270-4C10-A958-57980B212A5A): 0
LogDevObjectVersion: Dev-VR (D7296918-1DD6-4BDD-9DE2-64A83CC13884): 0
LogInit: Compiled (64-bit): Jun 27 2016 09:29:04
LogInit: Compiled with Visual C++: 19.00.23026.00
LogInit: Build Configuration: Development
LogInit: Branch Name: ++UE4+Release-4.12
LogInit: Command line:
LogInit: Base directory: C:/Program Files (x86)/Epic Games/4.12/Engine/Binaries/Win64/
LogInit: Installed Engine Build: 1
LogInit: Using libcurl 7.41.0
LogInit: - built for x86_64-pc-win32
LogInit: - supports SSL with WinSSL
LogInit: - other features:
LogInit: CURL_VERSION_SSL
LogInit: CURL_VERSION_IPV6
LogInit: CURL_VERSION_ASYNCHDNS
LogInit: CURL_VERSION_LARGEFILE
LogInit: CURL_VERSION_IDN
LogInit: CurlRequestOptions (configurable via config and command line):
LogInit: - bVerifyPeer = true - Libcurl will verify peer certificate
LogInit: - bUseHttpProxy = false - Libcurl will NOT use HTTP proxy
LogInit: - bDontReuseConnections = false - Libcurl will reuse connections
LogInit: - CertBundlePath = nullptr - Libcurl will use whatever was configured at build time.
LogInit: Presizing for max 8388607 objects, including 0 objects not considered by GC, pre-allocating 0 bytes for permanent pool.
LogInit: Object subsystem initialized
[2016.06.29-02.50.41:555][ 0]LogInit: Selected Device Profile: [Windows]
[2016.06.29-02.50.41:555][ 0]LogInit: Applying CVar settings loaded from the selected device profile: [Windows]
[2016.06.29-02.50.41:565][ 0]LogInit: Computer: -DESKTOP
[2016.06.29-02.50.41:565][ 0]LogInit: User:
[2016.06.29-02.50.41:565][ 0]LogInit: CPU Page size=65536, Cores=4
[2016.06.29-02.50.41:565][ 0]LogInit: High frequency timer resolution =14.318180 MHz
[2016.06.29-02.50.41:565][ 0]LogMemory: Memory total: Physical=8.0GB (8GB approx)
[2016.06.29-02.50.41:565][ 0]LogMemory: Platform Memory Stats for Windows
[2016.06.29-02.50.41:565][ 0]LogMemory: Process Physical Memory: 190.01 MB used, 190.01 MB peak
[2016.06.29-02.50.41:565][ 0]LogMemory: Process Virtual Memory: 195.05 MB used, 195.05 MB peak
[2016.06.29-02.50.41:565][ 0]LogMemory: Physical Memory: 4040.30 MB used, 8145.54 MB total
[2016.06.29-02.50.41:565][ 0]LogMemory: Virtual Memory: 553.63 MB used, 134217728.00 MB total
[2016.06.29-02.50.41:589][ 0]LogTextLocalizationManager: No specific translations for ('en-US') exist, so ('en') translations will be used.
[2016.06.29-02.50.41:906][ 0]LogD3D11RHI: D3D11 adapters:
[2016.06.29-02.50.41:936][ 0]LogD3D11RHI: 0. 'NVIDIA GeForce GTX 760' (Feature Level 11_0)
[2016.06.29-02.50.41:936][ 0]LogD3D11RHI: 1989/0/4072 MB DedicatedVideo/DedicatedSystem/SharedSystem, Outputs:2, VendorId:0x10de
[2016.06.29-02.50.41:937][ 0]LogD3D11RHI: 1. 'Microsoft Basic Render Driver' (Feature Level 11_0)
[2016.06.29-02.50.41:937][ 0]LogD3D11RHI: 0/0/4072 MB DedicatedVideo/DedicatedSystem/SharedSystem, Outputs:0, VendorId:0x1414
[2016.06.29-02.50.41:937][ 0]LogD3D11RHI: Chosen D3D11 Adapter: 0
[2016.06.29-02.50.41:941][ 0]LogD3D11RHI: Creating new Direct3DDevice
[2016.06.29-02.50.41:941][ 0]LogD3D11RHI: GPU DeviceId: 0x1187 (for the marketing name, search the web for "GPU Device Id")
[2016.06.29-02.50.41:941][ 0]LogWindows: EnumDisplayDevices:
[2016.06.29-02.50.41:941][ 0]LogWindows: 0. 'NVIDIA GeForce GTX 760' (P:1 D:1)
[2016.06.29-02.50.41:941][ 0]LogWindows: 1. 'NVIDIA GeForce GTX 760' (P:0 D:1)
[2016.06.29-02.50.41:942][ 0]LogWindows: 2. 'NVIDIA GeForce GTX 760' (P:0 D:0)
[2016.06.29-02.50.41:942][ 0]LogWindows: 3. 'NVIDIA GeForce GTX 760' (P:0 D:0)
[2016.06.29-02.50.41:942][ 0]LogWindows: DebugString: FoundDriverCount:4
[2016.06.29-02.50.41:942][ 0]LogD3D11RHI: Adapter Name: NVIDIA GeForce GTX 760
[2016.06.29-02.50.41:942][ 0]LogD3D11RHI: Driver Version: 361.43 (internal:10.18.13.6143, unified:361.43)
[2016.06.29-02.50.41:942][ 0]LogD3D11RHI: Driver Date: 12-16-2015
[2016.06.29-02.50.41:942][ 0]LogRHI: Texture pool is 1361 MB (70% of 1945 MB)
[2016.06.29-02.50.41:955][ 0]LogD3D11RHI: Async texture creation enabled
[2016.06.29-02.50.41:970][ 0]LogD3D11RHI: GPU Timing Frequency: 1000.000000 (Debug: 2 2)
[2016.06.29-02.50.41:970][ 0]LogShaderCompilers: Guid format shader working directory is -24 characters bigger than the processId version (../../../../../../Users//Documents/Unreal Projects/DrunkSimulator/Intermediate/Shaders/WorkingDirectory/7944/).
[2016.06.29-02.50.41:970][ 0]LogShaderCompilers: Cleaned the shader compiler working directory 'C:/Users//AppData/Local/Temp/UnrealShaderWorkingDir/65E5172C42F6F9AE5863BA889FD28917/'.
[2016.06.29-02.50.41:970][ 0]LogShaderCompilers:Display: Using Local Shader Compiler.
[2016.06.29-02.50.42:807][ 0]LogTemp:Display: Loaded TP AllDesktopTargetPlatform
[2016.06.29-02.50.42:815][ 0]LogTemp:Display: Loaded TP WindowsClientTargetPlatform
[2016.06.29-02.50.42:822][ 0]LogTemp:Display: Loaded TP WindowsNoEditorTargetPlatform
[2016.06.29-02.50.42:830][ 0]LogTemp:Display: Loaded TP WindowsServerTargetPlatform
[2016.06.29-02.50.42:838][ 0]LogTemp:Display: Loaded TP WindowsTargetPlatform
[2016.06.29-02.50.42:845][ 0]LogTemp:Display: Loaded TP AndroidTargetPlatform
[2016.06.29-02.50.42:852][ 0]LogTemp:Display: Loaded TP Android_ASTCTargetPlatform
[2016.06.29-02.50.42:859][ 0]LogTemp:Display: Loaded TP Android_ATCTargetPlatform
[2016.06.29-02.50.42:866][ 0]LogTemp:Display: Loaded TP Android_DXTTargetPlatform
[2016.06.29-02.50.42:872][ 0]LogTemp:Display: Loaded TP Android_ETC1TargetPlatform
[2016.06.29-02.50.42:879][ 0]LogTemp:Display: Loaded TP Android_ETC2TargetPlatform
[2016.06.29-02.50.42:894][ 0]LogTemp:Display: Loaded TP Android_MultiTargetPlatform
[2016.06.29-02.50.42:894][ 0]LogTemp:Display: Loaded TP Android_PVRTCTargetPlatform
[2016.06.29-02.50.42:895][ 0]LogTemp:Display: Loaded TP HTML5TargetPlatform
[2016.06.29-02.50.42:915][ 0]LogTemp:Display: Loaded TP IOSTargetPlatform
[2016.06.29-02.50.42:921][ 0]LogTemp:Display: Loaded TP TVOSTargetPlatform
[2016.06.29-02.50.42:928][ 0]LogTemp:Display: Loaded TP LinuxNoEditorTargetPlatform
[2016.06.29-02.50.42:934][ 0]LogTemp:Display: Loaded TP LinuxServerTargetPlatform
[2016.06.29-02.50.42:941][ 0]LogTemp:Display: Loaded TP LinuxTargetPlatform
[2016.06.29-02.50.42:941][ 0]LogTargetPlatformManager:Display: Building Assets For Windows
[2016.06.29-02.50.43:014][ 0]LogDerivedDataCache:Display: Max Cache Size: 512 MB
[2016.06.29-02.50.43:057][ 0]LogDerivedDataCache: Loaded boot cache 0.04s 49MB C:/Users//AppData/Local/UnrealEngine/4.12/DerivedDataCache/Boot.ddc.
[2016.06.29-02.50.43:057][ 0]LogDerivedDataCache:Display: Loaded Boot cache: C:/Users//AppData/Local/UnrealEngine/4.12/DerivedDataCache/Boot.ddc
[2016.06.29-02.50.43:057][ 0]LogDerivedDataCache: FDerivedDataBackendGraph: Pak pak cache file ../../../../../../Users//Documents/Unreal Projects/DrunkSimulator/DerivedDataCache/DDC.ddp not found, will not use a pak cache.
[2016.06.29-02.50.43:057][ 0]LogDerivedDataCache: Unable to find inner node Pak for hierarchical cache Hierarchy.
[2016.06.29-02.50.43:057][ 0]LogDerivedDataCache: FDerivedDataBackendGraph: CompressedPak pak cache file ../../../../../../Users//Documents/Unreal Projects/DrunkSimulator/DerivedDataCache/Compressed.ddp not found, will not use a pak cache.
[2016.06.29-02.50.43:057][ 0]LogDerivedDataCache: Unable to find inner node CompressedPak for hierarchical cache Hierarchy.
[2016.06.29-02.50.43:071][ 0]LogDerivedDataCache:Display: Pak cache opened for reading ../../../Engine/DerivedDataCache/Compressed.ddp.
[2016.06.29-02.50.43:083][ 0]LogDerivedDataCache: Using Local data cache path C:/Users//AppData/Local/UnrealEngine/Common/DerivedDataCache: Writable
[2016.06.29-02.50.43:252][ 0]LogInit: Selected Device Profile: [Windows]
[2016.06.29-02.50.43:253][ 0]LogContentStreaming: Texture pool size is 0.00 MB
[2016.06.29-02.50.43:399][ 0]LogMeshUtilities: No automatic mesh reduction module available
[2016.06.29-02.50.43:399][ 0]LogMeshUtilities: No automatic mesh merging module available
[2016.06.29-02.50.43:399][ 0]LogMeshUtilities: No distributed automatic mesh merging module available
[2016.06.29-02.50.43:624][ 0]LogAssetRegistry: FAssetRegistry took 0.0215 seconds to start up
[2016.06.29-02.50.43:646][ 0]LogPackageLocalizationCache: Processed 3 localized package path(s) for 2 prioritized culture(s) in 0.020002 seconds
[2016.06.29-02.50.43:651][ 0]LogUObjectArray: 28739 objects as part of root set at end of initial load.
[2016.06.29-02.50.43:651][ 0]LogUObjectAllocator: 5855632 out of 0 bytes used by permanent object pool.
[2016.06.29-02.50.43:651][ 0]LogUObjectArray: CloseDisregardForGC: 0/0 objects in disregard for GC pool
[2016.06.29-02.50.43:656][ 0]LogInit: WinSock: version 1.1 (2.2), MaxSocks=32767, MaxUdp=65467
[2016.06.29-02.50.43:803][ 0]LogSlate: SlateFontCache - WITH_FREETYPE: 1, WITH_HARFBUZZ: 1
[2016.06.29-02.50.43:803][ 0]LogSlate: SlateFontCache - WITH_FREETYPE: 1, WITH_HARFBUZZ: 1
[2016.06.29-02.50.44:348][ 0]LogUdpMessaging: Initializing bridge on interface 0.0.0.0:0 to multicast group 230.0.0.1:6666.
[2016.06.29-02.50.44:584][ 0]LogWindows: Windows GetLastError: The operation completed successfully. (0)
[2016.06.29-02.50.44:730][ 0]LogWindows:Error: === Critical error: ===
Fatal error: [File:D:\Build\++UE4+Release-4.12+Compile\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\Obj.cpp] [Line: 85]
Using incorrect object initializer.
[2016.06.29-02.50.44:751][ 0]LogExit: Executing StaticShutdownAfterError
[2016.06.29-02.50.44:753][ 0]LogWindows: FPlatformMisc::RequestExit(1)
[2016.06.29-02.50.44:753][ 0]Log file closed, 06/28/16 22:50:44