Packaged project crashing

Hey,

I packaged my game using the development settings for testing. When I run the project with the .exe, it crashes.
I looked at the log and the only error i can identify was "project file not found. "\

Using the shipping settings when I package my project works perfect and I don’t experience any crashing.

link text![alt text][2]

Thank you!

Hello ,

There doesn’t seem to be much information in that log file. Did you actually crash or did you get a Windows error message? If so, please upload your Windows Event Viewer logs.

Hey Matthew,

Actually, I got the UE4 Crash window that allows me to send the information to you guys.

Looked through the Event Viewer and none of the errors in the summary page match the date the crash happened. I also tried doing it around 3:45pm today and the crash doesn’t show up on the summary page.

Thank you for that picture, having the EpicAccountId helped me look this up in our Crash Reporter database. The crash log mentions this message:

Fatal error: [File:D:\Build++UE4+Release-4.15+Compile\Sync\Engine\Source\Runtime\Engine\Private\GlobalShader.cpp] [Line: 353] Missing global shader FPixelShaderDeclaration, Please make sure cooking was successful.

This means that the error actually may be shown in your packaging log. Could you upload that?

As for the message you receive when crashing mentioning debug symbols, if you install the “Editor Symbols for Debugging” in the Epic Games Launcher by selecting it under the Options, you’ll be able to see your crash report messages in the future.

129021-3-7-2017+11-38-15+am.png

Unrelated to this issue; We noticed that there have been quite a few Crash Reports coming in with your project’s name. It seems that users that are playing your distributed game have been experiencing crashes related to PhysX and the Crash Reporter was sending the crash reports back to us. We usually don’t take a look at these but our Physics team noticed that it could be a bug in the PhysX code and are working on that.

As for future builds that you distribute, you can set up Crash Reporter to send the crash information to your own setup, which you can find information about [here][2]. If you decide to not do this or cannot get it set up, please disable the “Include Crash Reporter” setting in the expanded packaging settings for future distribution builds.

Hi Matthew,
I searched through my folders for the packaging file using this link A new, community-hosted Unreal Engine Wiki - Announcements - Unreal Engine Forums to find the packaging log. Hopefully, this is the right file.link text

I actually had the Editor Symbols for debugging installed. I didn’t think to enable, “include debug files” in the project settings. So, now i am able to see the same error messages. Thank you for pointing that out.

Although unrelated, this is perfect because I did create another question on Answer Hub about another crash I was receiving related to PhysX. So you indirectly answered that question for me. I’ll set up the crash reports to come my way though. Thank you!

I suggest searching through the log file for messages such as “Warning” to get an idea on what kind of things are wrong. The first thing that comes up is:

variable not found. Base class was probably changed.

It seems that it’s having issues finding the variable so it may need to be deleted or updated. The second issue is:

LogBlueprint:Warning: [Compiler PersistentLevel.OnlyMap] Warning Post Process Materials - the native property is not tagged as BlueprintReadWrite, the pin will be removed in a future release.

I’ve not seen this message before but it’s likely not causing any immediate issues.

There are also plenty of entries where it says that, while cooking, a “Package will not be saved.” as it has no exports that aren’t editor only. This seems to include a lot of things that don’t seem necessary but there are some that seem like they may be important.

Thanx Matthew, Ya I did go through the log and started fixing the warnings.

The one that i’m not quite sure on is the second one in question.

I apologize for the delay; It seems like it’s a warning mentioning that this pin won’t be part of this node in an upcoming release, doesn’t seem to be indicative of an actual issue.

Ya that’s what I figured.
For the moment, I decided to give up on finding the solution as it isn’t slowing down development of my game and doing a “shipping” build works perfectly fine.

Thank you for your help Matthew.

you could try to make a new project and copy everything over? dont know if this work for you, but I did this when my project stopped working like it should.