Packaged exe Crashes 4.14

Hello Everyone,

I would like to receive a little help here.

I have a confusing issue.

Currently I am working on a project with a couple of friends.

so the issue is with the packaged exe file.

I recently built the project and packaged it for windows (32 & 64 bit) using both types (Distribution & Shipping)
how ever when ever my friend runs the game, it doesn’t work for them.

Here is a little more detail on the issue.

Currently I have a main menu in the game, and when you click “Start Game” it transfers the player to the map that they can then play on.

So, the issue, on my friends computer, he clicks the exe file, it opens the main menu, no problem, as soon as he clicks new game, and it begins to transfer to the game play map, the game never makes it, instead it crashes and comes up not responding, however the exe doesn’t give me any crash logs (I selected to export crash logs also), it doesn’t give me any information it just simply never loads the level.

So I thought primarily this may be the graphics settings, so I created a blank map, added sky sphere, sky light & a directional light to it, I added a model (A cross junctions), I then added the main character, I also created a new material with just a 3 co-ord node, for a black colour, textured both the main character and the model with this black cover (So no texture maps are used).

I exported this again and re-built/packaged the project and sent that over, again my friend loaded the exe, got to the main menu, and then finally click start game, and again it never loaded the map.

so clearly the issue is not hardware or graphic related, but I am missing something.

Please could you help I would be greatful for any support offered.

Best Regards,
John.

Hi F-D,

Please try packaging your project again for Windows 64 bit development and post the contents of your Output Log. To do this, navigate to Window>Developer Tools>Output Log.

Just before you start packaging, right-click and select “clear” in order to start with completely relevant data. After packaging is complete, Ctrl + A to select all, then cut and past the contents of the log into a text editor file and post here.

This should give us an idea of why your game is crashing. *One quick thought about this type of crash… Make sure you are using light importance volumes so each level is not trying to render off into infinity but rather, as the name implies, the pertinent areas of your level only.

-.

*Also, please post the dxdiag for the computer you are developing on as well as the computer you are testing on.

Hi ,

Many thanks for getting back to me on this issue, I really appreciate your support.

I have gathered the necessary file requested.

Please find attached the “DevelopmentPC_dxdiag” this is the dxdiag of the computer developing the project, there is also “TestPC_dxdiag” this is the dxdiag file on the computer it is being tested on. Finally there is also “DevelopmentBuildLog” which is the output log file of the development 64bit build of the project.

Best Regards,
John.

Whenever you encounter issues such as these, create an ouptput log doc (like the one you’ve provide) and use search term “error” and/or “summary” to locate the Warning/Error Summary. The next lines immediately after this will show you errors in your build that need to be addressed.

In this case it is pointing out the following (among others):

LogLinker:Warning: Can't find file '/Game/TopDownBP/TopDownOverview'

 Failed to find object 'Class /Game/TopDownBP/TopDownOverview.TopDownOverview_C'

  Found unparsable ini setting Windows.EditorPerProjectUserSettings:DetailCategories:PlayerUnitClass_C.Character Movement: Walking:0 for platform WindowsNoEditor, invalidating cook.

 Failed to find object 'Object /Game/TopDownBP/TopDownOverview.TopDownOverview_C'

String Asset Reference '/Game/TopDownBP/TopDownOverview.TopDownOverview_C' was not found! (Referencer 'None')

 Can't find file '/Game/Animations/CombatAnimations/EnforcementAnimation/PlayerAnimBP'

There are other issues listed after these, but these should be addressed first. Some of the issues can be fixed by right-clicking on the Contents folder in the Content Browser and selecting “Fix up redirectors in folder.” Others, you can find by running a map check for each level. Others you will need to open (The AnimBP, for instance) and identify and correct the error. Fixing these, then deleting the Intermediate and Saved folders from your Project Folder will help “clean up” your project.

*Last note: Again, I only listed the immediate issues. I recommend fixing these then repeating the process to identify further issues until there are no more errors or warnings under the Warning/Error Summary. That said, if you wind up with just a few warnings, sometimes you can get by with minor warnings left in your game even though this is not ideal.

.

Hi Steven,

I am aware of the current warnings, however I do not think these are the cause as to why the game will not work on my friends PC.

If the warnings was causing the game to crash then would that not be the case for my self on the development PC also running the exact same .exe?

THe project is still development, hence the warnings, I am strictly trying to get the .exe to work on another PC, as t he .exe works on my pc without the engine running, but the case doesn’t seem to be the same on a different PC.

Best Regards,
John.

Looking at your test file: Did you add a Light Importance volume?

This is important because your test machine is significantly lower in spec than your developer machine and is, in fact, below recommend minimum spec for running UE4 (which is typically a good indicator of minimal specs of your end user machine unless you are making a very basic game like a 2D game, etc) This would account for why the game runs fine on your Dev machine and not your test machine.

Also, in the packaged folder on your test machine there should be game log in the following location:

WindowsNoEditor/ProjectName/Saved/Logs = ProjectName.log

Please recheck this location and post the log from the test machine after a crash if present.

Hi Steven,

Yes, the maps always use a Light Importance Volume, as standard (in all maps currently built)

the test PC, is indeed significantly lower in specs yes, however our game, is not as advanced as Xcom 2, yet, my test machine can run this game, even though this game was done in UE4.

There are also other games from other people, which have created games in UE4 and they all run fine on the test machine already.

As I mentioned in my original post, we took everything out of the map as part of a test, now the map we tested on, was literally, a LMIV (Light mass volume), a light, a skylight, a cross road junction and a main character), we got the same response from the test.

I will look into the crash report for you see if I can send it over, however the game does not crash per-say, but rather remains black and never loads the new map, it kinda gets stuck in the transition, and then shows as “Not Responding”, and which point after waiting 20 minutes it is still “Not Responding” so I have to end up using task manager to close the application on the test machine only.

It does on the development machine, runs fine in the .exe on the development machine, but the new map will not load in on the test machine.

Hope this helps.

PS: I will look for a crash report for you, if there is one.

Best Regards,
John.

Hi Steven,

Currently the mentioned folder doesn’t exist (WindowsNoEditor/ProjectName/Saved)

Infact the only content it gives me from a build (in WindowsNoEditor/ProjectName) are the following:

Config (Folder)
Content (Folder)
AssetRegistry.bin
BattleForEnkeon.uproject
CookedIniVersion.txt

After testing the game on the test machine, no log is created anywhere, even after it doesn’t load and becomes “Not Responding”.

Regards,
John.

Please send a link to a copy of the packaged game that is failing from Dropbox or Google drive, to me on our .

Hi Steven,

I migrated the project over to a brand new project and this seemed to have resolved the issue on my friends PC.

I think the issue may have been because the project has been updated through out each version since 4.8.

I am not sure exactly, but the migration fixed the problem, so all is good.

Best Regards,
John,