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Successfully packaged game crashing after +-10s of playing

Hello. I successfully packaged game, i can launch it but after +-10 seconds of playing it crash...

crash log:

http://pastebin.com/YNVgVQiC

crash pics:

http://i.imgur.com/DFh2oXd.jpg http://i.imgur.com/cuTWhhx.jpg

Also i noticed that collisions not working in my project... Simple collision -> do something works but if i use casts then it does not work... i read somewhere in bug reports that this was cancelled report because its something with "instanced" actors like "Hero_Electro_C_1" but then how to solve this? in editor everything works fine of course...

Product Version: UE 4.14
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asked Feb 07 '17 at 06:46 PM in Packaging & Deployment

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Name368
118 7 15 20

avatar image Name368 Feb 08 '17 at 07:47 PM

Now i dont have any errors generated runtime by game... but anyway game crash after 10-15s...

here is my pastebin:

http://pastebin.com/rUvHxEEH

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1 answer: sort voted first

Hi Name368,

The cause of your crash is most likely all the errors your game prints out during runtime which are quite a lot. The most likely culprit for your crash might be relate to this;

 [2017.02.07-18.34.32:897][117]LogScriptCore:Error: Script Msg: Attempted to access index 0 from array of length 0!
 [2017.02.07-18.34.32:897][117]LogScriptCore:Error: Script call stack:
     Castle_Wall_Static_C.IgnoreActors

But it could just as well be any of the others.

Hope that helps. Cheers,

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answered Feb 07 '17 at 07:27 PM

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project.gheist
1.7k 22 10 49

avatar image Name368 Feb 08 '17 at 05:34 PM

Hi, Thanks for help but these little errors not caused crash... i repaired all these error and still got error after a little time which is a little confusing... But then i noticed, crash log once written "object out of world bounds"... so i accidently found that problem was with actor who spawning another actors which have movement... for some buggy reason actor (character) traveled away at very high speed...

avatar image Name368 Feb 08 '17 at 06:05 PM

crash still occurs after some time... so what i found seems not to be only error... may be problem here?

[2017.02.08-18.02.35:020][735]LogWindows:Error: === Critical error: === [2017.02.08-18.02.35:020][735]LogWindows:Error: [2017.02.08-18.02.35:020][735]LogWindows:Error: Fatal error: [File:D:\Build\++UE4+Release-4.14+Compile\Sync\Engine\Source\Runtime\RenderCore\Private\RenderingThread.cpp] [Line: 791] [2017.02.08-18.02.35:020][735]LogWindows:Error: Rendering thread exception: [2017.02.08-18.02.35:021][735]LogWindows:Error: Fatal error! [2017.02.08-18.02.35:021][735]LogWindows:Error: [2017.02.08-18.02.35:021][735]LogWindows:Error: Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x00000028 [2017.02.08-18.02.35:021][735]LogWindows:Error: [2017.02.08-18.02.35:021][735]LogWindows:Error: Arena-Win64-DebugGame.exe!FD3D11DynamicRHI::RHIGetRenderQueryResult() [2017.02.08-18.02.35:021][735]LogWindows:Error: Arena-Win64-DebugGame.exe!FRealtimeGPUProfilerFrame::Clear() [2017.02.08-18.02.35:021][735]LogWindows:Error: Arena-Win64-DebugGame.exe!FRealtimeGPUProfiler::EndFrame() [2017.02.08-18.02.35:021][735]LogWindows:Error: Arena-Win64-DebugGame.exe!TCastImpl::DoCast() [2017.02.08-18.02.35:021][735]LogWindows:Error: Arena-Win64-DebugGame.exe!TGraphTask<`FEngineLoop::Tick'::`27'::EURCMacro_EndFrame>::ExecuteTask() ............. [2017.02.08-18.02.35:021][735]LogWindows:Error: Arena-Win64-DebugGame.exe!RenderingThreadMain() [2017.02.08-18.02.35:021][735]LogWindows:Error: Arena-Win64-DebugGame.exe!FRunnableThreadWin::GuardedRun() [2017.02.08-18.02.35:021][735]LogWindows:Error: KERNEL32.DLL [2017.02.08-18.02.35:021][735]LogWindows:Error: ntdll.dll [2017.02.08-18.02.35:021][735]LogWindows:Error: [2017.02.08-18.02.35:060][735]LogExit: Executing StaticShutdownAfterError [2017.02.08-18.02.35:077][735]LogWindows: FPlatformMisc::RequestExit(1) [2017.02.08-18.02.35:077][735]Log file closed, 02/08/17 19:02:35

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