0xc000007b Error upon Launching in UnrealTest

I’m getting an 0xc000007b error every time I try Build my Level via Launch in UnrealTest, for testing.

The output report I get is as follows:

LogPlayLevel: Launcher Device ID: WindowsNoEditor@SPIKE

LogPlayLevel: PlayLevel: No blueprints needed recompiling

LogCook:Display: Sandbox cleanup took 0.961 seconds

LogCook:Display: String asset reference resolve tried 1 did 0

LogRedirectors:Display: Timer ResolveTimeLoad 0.000000

LogRedirectors:Display: Timer ResolveTimeDelegate 0.000000

LogRedirectors:Display: Timer ResolveTimeTotal 0.001165

LogBlueprintCodeGen: GenerateStubs - all unconverted bp: 0, generated wrapers: 0

LogChunkManifestGenerator: Updated collection PackagesRemovedFromChunk0

LogChunkManifestGenerator: Chunk: 0, Started with 504 packages, Final after dependency resolve: 504

LogChunkManifestGenerator:Display: Saving asset registry.

LogChunkManifestGenerator:Display: Generated asset registry num assets 371, size is 169.75kb

LogChunkManifestGenerator:Display: Done saving asset registry.

LogCook:Display: Cook by the book total time in tick 0.000016s total time 2.718450

LogCook:Display: Peak Used virtual 1774 Peak Used phsical 1293

LogCook:Display: Hierarchy timer information

Name: Length(ms)Root: 0.000000ms

GenerateLongPackageName: 0.082891ms

SavingAssetRegistry: 162.884641ms

IntStats

LoadPackage=20

SavedPackage=374

LogPlayLevel: Completed Launch On Stage: Cooking in the editor, Time: 0.000076

LogPlayLevel: Running AutomationTool…

LogPlayLevel: Automation.ParseCommandLine: Parsing command line: -ScriptsForProject=I:/GitHub/UnrealTest/UnrealTest.uproject BuildCookRun -project=I:/GitHub/UnrealTest/UnrealTest.uproject -noP4 -clientconfig=Development -serverconfig=Development -nocompile -nocompileeditor -installed -ue4exe=UE4Editor-Cmd.exe -utf8output -platform=Win64 -targetplatform=Win64
-map=/Game/Levels/NewTestArea01 -skipcook -iterativecooking -compressed -iterativedeploy -stage -deploy -cmdline=“/Game/Levels/NewTestArea01 -Messaging” -device=WindowsNoEditor@SPIKE -addcmdline="-SessionId=DF579D164336AB926905A3A17F1726D5 -SessionOwner=‘Dual’ -SessionName=‘Launch On Device’ " -run

LogPlayLevel: Automation.Process: Setting up command environment.

LogPlayLevel: BuildCookRun.SetupParams: Setting up ProjectParams for I:\GitHub\UnrealTest\UnrealTest.uproject

LogPlayLevel: Project.CopyBuildToStagingDirectory: ********** STAGE COMMAND STARTED **********

LogPlayLevel: Project.CreateStagingManifest: Creating Staging Manifest…

LogPlayLevel: Project.CleanStagingDirectory: Cleaning Stage Directory: I:\GitHub\UnrealTest\Saved\StagedBuilds\WindowsNoEditor
LogPlayLevel: Project.CopyManifestFilesToStageDir: Copying NonUFSFiles to staging directory: I:\GitHub\UnrealTest\Saved\StagedBuilds\WindowsNoEditor

LogPlayLevel: Project.CopyManifestFilesToStageDir: Copying DebugFiles to staging directory: I:\GitHub\UnrealTest\Saved\StagedBuilds\WindowsNoEditor

LogPlayLevel: Completed Launch On Stage: Build Task, Time: 1.036055

LogPlayLevel: Project.CopyManifestFilesToStageDir: Copying UFSFiles to staging directory: I:\GitHub\UnrealTest\Saved\StagedBuilds\WindowsNoEditor

LogPlayLevel: Project.CopyBuildToStagingDirectory: ********** STAGE COMMAND COMPLETED **********

LogPlayLevel: Project.Package: ********** PACKAGE COMMAND STARTED **********

LogPlayLevel: Project.Package: ********** PACKAGE COMMAND COMPLETED **********

LogPlayLevel: Project.Deploy: ********** DEPLOY COMMAND STARTED **********

LogPlayLevel: Platform.Deploy: WARNING: Win64 does not implement Deploy…

LogPlayLevel: Project.Deploy: ********** DEPLOY COMMAND COMPLETED **********

LogPlayLevel: Project.Run: ********** RUN COMMAND STARTED **********

LogPlayLevel: Project.RunInternal: Starting Client…

LogPlayLevel: Completed Launch On Stage: Deploy Task, Time: 0.000062

LogPlayLevel: CommandUtils.Run: Run: I:\GitHub\UnrealTest\Saved\StagedBuilds\WindowsNoEditor\Engine\Binaries\Win64\UE4Game.exe …/…/…/UnrealTest/UnrealTest.uproject /Game/Levels/NewTestArea01 -stdout -abslog=“C:\Users\Dual\AppData\Roaming\Unreal Engine\AutomationTool\Logs\I+Epic+Games+4.13\Client.log” -Messaging -nomcp -Windowed -CrashForUAT -SessionId=DF5
79D164336AB926905A3A17F1726D5 -SessionOwner=“Dual” -SessionName=“Launch On Device”

LogPlayLevel: Program.Main: ERROR: AutomationTool terminated with exception: AutomationTool.AutomationException: Client exited with error code: -1073741701

LogPlayLevel: at Project.RunStandaloneClient(List`1 DeployContextList, String ClientLogFile, ERunOptions ClientRunFlags, String ClientApp, String ClientCmdLine, ProjectParams Params)

LogPlayLevel: at Project.RunInternal(ProjectParams Params, String ServerLogFile, String ClientLogFile)

LogPlayLevel: at Project.Run(ProjectParams Params)

LogPlayLevel: at BuildCookRun.DoBuildCookRun(ProjectParams Params)

LogPlayLevel: at AutomationTool.BuildCommand.Execute()

LogPlayLevel: at AutomationTool.Automation.Execute(List1 CommandsToExecute, CaselessDictionary1 Commands)

LogPlayLevel: at AutomationTool.Automation.Process(String[] Arguments)

LogPlayLevel: at AutomationTool.Program.MainProc(Object Param)

LogPlayLevel: at AutomationTool.InternalUtils.RunSingleInstance(Func`2 Main, Object Param)

LogPlayLevel: at AutomationTool.Program.Main()

LogPlayLevel: Program.Main: AutomationTool exiting with ExitCode=1 (Error_Unknown)

LogPlayLevel: Completed Launch On Stage: Run Task, Time: 9.750228

LogPlayLevel: BUILD FAILED

PackagingResults:Error: Error Launch failed! Unknown Error

Hope this is enough information.

DualEXE,

Could you please check to see if this is happening on a newly created, blank project? Please also explain exactly what you’re doing to get this error to occur.

Thank you!

Thank you for the reply.
I’ve tested the problem on a new project and I’m getting the same error. It happens whenever I try to launch a test version via the Launch button (Alt-Shift-P), during the building process.
I’ve got the error up as I write this and output log has stopped at:

LogPlayLevel: Project.Deploy: ********** DEPLOY COMMAND STARTED **********

LogPlayLevel: Platform.Deploy: WARNING: Win64 does not implement Deploy…

LogPlayLevel: Project.Deploy: ********** DEPLOY COMMAND COMPLETED **********

LogPlayLevel: Project.Run: ********** RUN COMMAND STARTED **********

LogPlayLevel: Project.RunInternal: Starting Client…

LogPlayLevel: Completed Launch On Stage: Deploy Task, Time: 0.000065

And the the warning I’m getting is:

UE4Game.exe - Application Error

The application was unable to start correctly (0xc000007b). Click OK to close the application.

I started having this error after I had to factory reformat my C:

Hope this is enough info.

Have you tried verifying your version of the engine? You can do so by clicking on the down arrow beside ‘Launch’.

104368-options.png

I’ve verified my version, and started a fresh project. The Problem is still present.

Is this happening on a blueprint or a c++ project?

The only place I’m seeing this error occurring at when the editor is launched. Therefore, in order for us to offer the best support, we have recently modified the process for how Epic Games can help troubleshoot your Launcher issue. Please visit http://help.epicgames.com/ for technical support, here you can find information and solutions for common issues, as well as a contact form if you still need additional assistance.

To access the contact form, please use the “Email Us” button under the “Contact Us” section.

If you do not feel that this is the appropriate route of assistance, please reply back and provide as many details as possible regarding:

  • How you’re getting the crash to happen
  • Whether or not this is happening in 4.14.1
  • If it’s just using the ‘Launch On’ button or if packaging produces the issue as well?

Looking forward to hearing back from you, thanks!

Hey DualEXE,

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!