Packaged build crashes on open

The project builds fine for windows and android without errors but when trying to play them on either platform it crashes. The project worked fine until a day ago. I have version control and reverted everything done within that day. Still didn’t fix it.

I suppose my question is: How do I trouble shoot this? The error doesn’t seem helpful and I don’t see any useful information in the crash folder.

Here’s the contents of the crash folder.

[link text][1]

119221-crashreport.zip (45.8 KB)

Redsett,

Could you please copy and paste the error that you’re seeing in the crash reporter screen? I do not see the full error listed in the files that you provided me?

Also, could you check and see whether or not this is happening in 4.14?

Thanks!

I upgraded to 4.14.1 and cooked a new build. To my displeasure, same issue.

Here’s what the crash reporter gives me:

MachineId:C031936E4433D612F2CE6DAA4188CFD4
EpicAccountId:1a385a47c9b346cdb8660bf2cdad782b

You do not have any debugging symbols
required to display the callstack for
this crash.

And also included the crash folder for this build.

[link text][2]

Install debugging symbols, otherwise - GG

Oh boy. Is there some documentation on installing the debug symbols? I don’t really know C++ so I try to stay out of there as much as I can.

This seems like the right thing but it assumes you already have it installed.
https://docs.unrealengine.com/latest/INT/Programming/Development/Tools/SymbolDebugger/

Open the Epic Games Launcher, hit the down arrow beside Launch and then click on Options. Once you’ve done that, select ‘Editor symbols for debugging’.

104368-options.png

Thanks , I’ll install the debugging symbols for the future.

I actually got it to stop crashing. I’m 80% sure this fixed it though:

I reverted the /Config/ folder. The project ran fine after that. I then got latest on the /Config/ folder and it worked? That doesn’t make sense but I’ll accept the black magic if it benefits me.

I found exactly what causes the crash.

I had the experimental Nativize Blueprint Assets check on.

119853-2016-12-24+11_56_39-hnh+-+unreal+editor.png

Ah! Yes, that will do it too. Experimental options sometimes cause that and nativized blueprint assets have caused issues for a while now. Hopefully once they’re out of the experimental stage they’ll be more stable.

Thanks for letting me know how you resolved the issue. :slight_smile: