Crash in packaged build

After I package my project and try to run it it crashes immediately. If it’s packaged under shipping (with debug files), the stack trace is:

Unknown exception - code c06d007e (first/second  not available)

KERNELBASE
EloHell_Win32_Shipping!__delayLoadHelper2() [f:\dd\vctools\delayimp\delayhlp.cpp:323]
EloHell_Win32_Shipping!_tailMerge_PhysX3CommonPROFILE_x86_dll()
EloHell_Win32_Shipping!WinMain()
EloHell_Win32_Shipping!__scrt_common_main_seh() [f:\dd\vctools\crt\vcstartup\src\startup\exe_common.inl:264]
kernel32
ntdll
ntdll

If I package under development instead I get

Assertion failed: Export.Object == NULL [File:D:\Build\++UE4+Release-4.13+Compile\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\LinkerLoad.cpp] [Line: 3891] 



EloHell!FDebug::AssertFailed()
EloHell!FLinkerLoad::CreateExport()
EloHell!FLinkerLoad::CreateExportAndPreload()
EloHell!FLinkerLoad::LoadAllObjects()
EloHell!LoadPackageInternal()
EloHell!StaticFindObjectFastInternalThreadSafe()
EloHell!FScopeLock::~FScopeLock()
EloHell!FMallocBinned::Free()
EloHell!FMallocPoisonProxy::Free()
EloHell!FMemory::Free()
EloHell!FNameEntry::AppendNameToString()
EloHell!FName::AppendString()
EloHell!FName::ToString()
EloHell!StaticLoadObjectInternal()
EloHell!StaticLoadObject()
EloHell!FConvertedBlueprintsDependencies::FillUsedAssetsInDynamicClass()
EloHell!UBTD_BuildBuilding_C__pf3908073025::__CustomDynamicClassInitialization() [d:\svn repositories\elohell413\intermediate\windowsnoeditor\nativizedassets\source\nativizedassets\private\btd_buildbuilding__pf3908073025.cpp:499]
EloHell!UBTD_BuildBuilding_C__pf3908073025::UBTD_BuildBuilding_C__pf3908073025() [d:\svn repositories\elohell413\intermediate\windowsnoeditor\nativizedassets\source\nativizedassets\private\btd_buildbuilding__pf3908073025.cpp:285]
EloHell!InternalConstructor<UBTD_BuildBuilding_C__pf3908073025>() [c:\program files (x86)\epic games\4.13\engine\source\runtime\coreuobject\public\uobject\class.h:2571]
EloHell!UClass::CreateDefaultObject()
EloHell!UObject::GetArchetypeFromRequiredInfo()
EloHell!FLinkerLoad::CreateExport()
EloHell!FLinkerLoad::CreateExportAndPreload()
EloHell!FLinkerLoad::LoadAllObjects()
EloHell!LoadPackageInternal()
EloHell!FMallocBinned::Realloc()
EloHell!LoadPackageInternal()
EloHell!FLinkerLoad::VerifyImportInner()
EloHell!FLinkerLoad::VerifyImport()
EloHell!FLinkerLoad::VerifyImportInner()
EloHell!FLinkerLoad::VerifyImport()
EloHell!FLinkerLoad::CreateImport()
EloHell!FLinkerLoad::LoadAllObjects()
EloHell!LoadPackageInternal()
EloHell!FMemory::Free()
EloHell!StaticFindObjectFastInternalThreadSafe()
EloHell!StaticFindObjectFastInternal()
EloHell!FScopeLock::~FScopeLock()
EloHell!StaticFindObjectFast()
EloHell!ResolveName()
EloHell!StaticLoadObjectInternal()
EloHell!StaticLoadObject()
EloHell!StaticLoadClass()
EloHell!UProductionManager::UProductionManager() [d:\svn repositories\elohell413\source\elohell\globalobjects\productionmanager.cpp:30]
EloHell!UClass::CreateDefaultObject()
EloHell!FObjectInitializer::CreateDefaultSubobject()
EloHell!UObject::CreateDefaultSubobject()
EloHell!ACommander::ACommander() [d:\svn repositories\elohell413\source\elohell\globalobjects\commander.cpp:36]
EloHell!UClass::CreateDefaultObject()
EloHell!UObjectInitialized()
EloHell!ProcessNewlyLoadedUObjects()
EloHell!FEngineLoop::PreInit()
EloHell!GuardedMain()
EloHell!GuardedMainWrapper()
EloHell!WinMain()
EloHell!__scrt_common_main_seh() [f:\dd\vctools\crt\vcstartup\src\startup\exe_common.inl:264]
kernel32
ntdll
ntdll

I sent in both reports, my machine and epic id are

MachineId:03CAB0F049C8C22F10D0ECB2B98C78BA
EpicAccountId:b896fb9cd09148e3948df6589da99a26

It packages and runs in 4.12, it’s just 4.13 that has problems. I also tried with nativize blueprint assets turned on and off and it crashes either way.

KGamble,

Did you double-check your blueprints to make sure they’re all still set up properly? Sometimes nodes are depreciated and can cause errors like this when they’re not fixed initially.

Are you able to reproduce this issue with a newly created project, or just one specific project? If you could create a sample project to share with me or provide reproduction steps, that would be helpful.

Looking forward to hearing back from you, thanks!

I looked through all my blueprints and fixed the warnings I found (no errors though). After packaging it I still got the same crash but this time I noticed in the stack trace that one of my behavior tree decorators is listed (UBTD_BuildBuilding_C). It looks like there’s something wrong with that class (and a BT service we have as well). Deleting all the nodes in the two blueprints or taking them off of their behavior tree does get rid of the crash, but if I recreate the blueprints in completely different files and then delete the originals it still crashes.

I haven’t been able to get this to crash in a new project since the BPs are pretty reliant on being actually in the project with many other BPs and C++ classes, but I took some screenshots of the less complicated one just in case something might stand out to someone:

103146-buildbuildingperformconditioncheck.png

103147-buildbuildingdetails.png

In that last screenshot StateKey is a BlackboardKeySelector and NextStage is a byte. Thanks.

It might not be the blueprints that are only causing the issue, it might come down to your behavior trees. Have you created a similar behavior tree in a newly created project and also ran into the crash? Could I see the sample project?

I have been working in a project with behavior trees and haven’t ran into this issue, so it seems to either be how the blueprint or the behavior tree is set up.

BT service is behavior trees, correct?

We currently have a in place where if behavior tree assets are opened, they’re marked as dirty and throw errors, but yours is crashing so it seems to differ from this bug.

I deleted the BT in my project and that also got rid of the crash, so you’re right that it seems to be an interaction of both the tree and the service/decorator. I made a similar tree (though without any of my custom C++ tasks/decorators implemented) in a new project and it didn’t crash so I’m going to take some time this weekend to strip out as much of my project as I can and hopefully get you a repro case.

Wonderful, I’m glad you at least tracked down what was causing the issue. Let me know when you’re ready for me to move forward with additional testing.

Thanks!

Hey KGamble,

We have not heard back from you in a few days, so we are marking this post as Resolved for tracking purposes. If you are still experiencing the issue you reported, please respond to this message with additional information and we will offer further assistance.

Thank you!

Sorry, we were crunching last week so I didn’t have a to investigate this further. I packaged my project today with 4.13 preview 2 and it’s not crashing anymore so I guess some change between p1 and p2 fixed it. Thanks for trying to help though.

I tried packaging my project in 4.13.1 and this crash popped up again. I spent the last day stripping out as many files as possible to get a minimal repro case to send you.

Should I start a new question since this is no longer in in the 4.13 preview or just continue on this one? Also, since my repro case still has some of our code/assets in it I don’t want to share it publicly, should I send it to you through a PM on the forums or some other way. Thanks.

Since it’s the same issue, you can stay in the same question. Just let me know when you have a repro. Provide some logs too if you can.

When you’re ready, just send it to me through the forums and let me know you’ve done that.

Thanks!

Ok, sent you a PM on the forums with as many relevant details as I could think of. Included a zip of my project and the log generated when running the packaged build.

KGamble,

Thanks for providing me with additional information, and a sample project where this is reproduced. I went ahead and put a in. It’s not public currently but UE-37233 is the number for the issue.

Thanks!