4.15 p1 Packaged build crash & Play Standalone problem

4.15 preview 1 packaged builds insta-crash on run (to replicate: create a new third person C++ project, package, try to run)

[2017.01.18-01.31.58:746][  0]LogD3D11RHI: Async texture creation enabled
[2017.01.18-01.31.59:370][  0]LogD3D11RHI: GPU Timing Frequency: 27.000000 (Debug: 2 1)
[2017.01.18-01.32.00:106][  0]LogWindows:Error: === Critical error: ===
[2017.01.18-01.32.00:106][  0]LogWindows:Error: 
[2017.01.18-01.32.00:106][  0]LogWindows:Error: Fatal error!
[2017.01.18-01.32.00:106][  0]LogWindows:Error: 
[2017.01.18-01.32.00:106][  0]LogWindows:Error: Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x00000008
[2017.01.18-01.32.00:106][  0]LogWindows:Error: 
[2017.01.18-01.32.00:106][  0]LogWindows:Error: testcrash.exe!0x0000000003B605F8
[2017.01.18-01.32.00:106][  0]LogWindows:Error: testcrash.exe!0x0000000001000001
[2017.01.18-01.32.00:106][  0]LogWindows:Error: testcrash.exe!0x0000000001000001
[2017.01.18-01.32.00:106][  0]LogWindows:Error: 
[2017.01.18-01.32.00:153][  0]LogExit: Executing StaticShutdownAfterError

Play/Standalone Game always seems to reset the resolution to 1280x720, even when another resolution has been requested.

Hey turfster,

I’ve attempted to reproduce this, but I’m not seeing the same results currently.

  • Are you getting a crash reporter window? If so, please provide your machine ID and ensure to hit Send & Close on the report.
  • What platform are you packaging for, and is it a development or shipping build?
  • Could you provide your dxdiag?
  • For the Standalone Game issue, please create a new thread in the Bug Reports section that includes a set of repro steps, as I’d like to focus on the crash in this thread.

Thanks

I do get a crash reporter window, but it doesn’t really tell me anything besides the Login ID and Account ID. Just sent two new reports with the link of this answers page in it for the Win32 versions (see below), which should also include the dxdiag if the crash reporter sends the entire directory.

Did some more testing with a default C++ Third Person project with starter content:

  • Win32 Development: crashes
  • Win32 Shipping: crashes
  • Win64 Development: runs fine
  • Win64 Shipping: runs fine

Sorry about that, I forgot that they’ve changed the name of Machine ID. Please provide your Login ID. The crash report will not provide the dxdiag so if you could provide that it would be fantastic.

Thanks again

Login ID: 9184E873445A77562718C4AD99EAB71Blink text

Unfortunately, I have been unable to reproduce this issue on my end.

Here’s what I’d recommend:

  • Ensure your graphics card drivers are updated
  • Test another engine version to see if you get the same crash
  • Also if you could provide the logs from your WindowsNoEditor->ProjectName->Saved->Logs folder after the crash occurs, that would be great.

Packaged builds from 4.11 through 4.14 work fine, and even the 64 bit 4.15p1 packaged builds run without problems, it’s specifically the 32 bit ones that crash immediately here, with the access violation in the first post.

Looks like the next step in a non-crashing 64 bit log file would be

[2017.01.18-14.53.27:430][  0]LogSlate: Using Freetype 2.6.0
[2017.01.18-14.53.27:431][  0]LogSlate: SlateFontCache - `WITH_FREETYPE: 1, WITH_HARFBUZZ: 1

Thanks for the additional information.

At this time, we have been unable to reproduce the crash. I’ve tested on both binary and source versions of 4.15 Preview 1.

Here are the steps that I am following:

  • Create a new C++ Third Person Project
  • File->Package Project->Win32
  • Open the project’s .exe file

Is that the same process that you’re using when you are seeing the crash? If not, could you please list your steps?

Thanks

Did some further local testing, and it looks like it might be vidcard-related after all, so my apologies there.

I’d tested on 2 AMD systems (with a 5800 and a 7600 respectively, running the same final (according to their ‘legacy support’ website) driver release from the end of 2015), and it crashed on both… but today, I tested the same packaged build on intel and nvidia chipsets, and it didn’t, so…

It’s still bizarre that the 32bit builds crash, but the 64bit ones don’t

Hey turfster,

As a result of the crash only occurring on your specific machine, I’m going to close this thread out, as I do not believe that this is a bug with the Unreal Engine at this time.

If you believe otherwise, and can determine a new set of repro steps or a specific case that causes the crash, feel free to reopen the thread and I’ll be glad to continue to investigate.

Have a great day

I have the same Problem.

I updated my Project from 4.14.3 to 4.15. From now on, the only Thing that run it the 64bit exe. The 32bit exe is opening in the Task Manager. The cpu usage is about 14%. But the RAM stays at 100MB. After 10 minutes nothing changed. The game wont start.

If i build the game with 4.14.3, the 32bit is running fine. link text
All my Drivers up to date. And like a sayd: With the other engine Versions i have no Problems at all.

I think there is a bug somewhere. Maybe after changing to a newer Version. Something that 4.15 doesn’t want, but without any notice.

I am having this problem as well. A game that I have already completed and released using 4.14 now crashes when I build out the 32-bit version from 4.15.

The crash occurs immediately upon trying to launch a 32-bit version of the game on a computer with an AMD 7500 GPU. It still works fine on a computer with an NVIDIA 960, but not the AMD 7500. The 32-bit version of the game worked fine when build from 4.14, so this looks like a new bug.

Would either of you be able to provide me with a set of repro steps I can use to reproduce this in a clean project? I’m not seeing the same results on my end, unfortunately.