Crash on startup editor

Assertion failed: Module [File:D:\Build++UE4+Release-4.17+Compile\Sync\Engine\Source\Runtime\Core\Private\Modules\ModuleManager.cpp] [Line: 350]
MeshUtilities

KERNELBASE.dll!0x00000000FDBCA06D
UE4Editor-Core.dll!FOutputDeviceWindowsError::Serialize() [d:\build\++ue4+release-4.17+compile\sync\engine\source\runtime\core\private\windows\windowsplatformoutputdevices.cpp:120]
UE4Editor-Core.dll!FOutputDevice::Logf__VA() [d:\build\++ue4+release-4.17+compile\sync\engine\source\runtime\core\private\misc\outputdevice.cpp:70]
UE4Editor-Core.dll!FDebug::AssertFailed() [d:\build\++ue4+release-4.17+compile\sync\engine\source\runtime\core\private\misc\assertionmacros.cpp:349]
UE4Editor-Core.dll!FModuleManager::LoadModuleChecked() [d:\build\++ue4+release-4.17+compile\sync\engine\source\runtime\core\private\modules\modulemanager.cpp:350]
UE4Editor-Engine.dll!GetStaticMeshDerivedDataVersion() [d:\build\++ue4+release-4.17+compile\sync\engine\source\runtime\engine\private\staticmesh.cpp:1081]
UE4Editor-Engine.dll!BuildStaticMeshDerivedDataKey() [d:\build\++ue4+release-4.17+compile\sync\engine\source\runtime\engine\private\staticmesh.cpp:1161]
UE4Editor-Engine.dll!FStaticMeshRenderData::Cache() [d:\build\++ue4+release-4.17+compile\sync\engine\source\runtime\engine\private\staticmesh.cpp:1260]
UE4Editor-Engine.dll!UStaticMesh::CacheDerivedData() [d:\build\++ue4+release-4.17+compile\sync\engine\source\runtime\engine\private\staticmesh.cpp:2201]
UE4Editor-Engine.dll!UStaticMesh::PostLoad() [d:\build\++ue4+release-4.17+compile\sync\engine\source\runtime\engine\private\staticmesh.cpp:2565]
UE4Editor-CoreUObject.dll!UObject::ConditionalPostLoad() [d:\build\++ue4+release-4.17+compile\sync\engine\source\runtime\coreuobject\private\uobject\obj.cpp:991]
UE4Editor-Engine.dll!UBodySetup::PostLoad() [d:\build\++ue4+release-4.17+compile\sync\engine\source\runtime\engine\private\physicsengine\bodysetup.cpp:1179]
UE4Editor-CoreUObject.dll!UObject::ConditionalPostLoad() [d:\build\++ue4+release-4.17+compile\sync\engine\source\runtime\coreuobject\private\uobject\obj.cpp:991]
UE4Editor-CoreUObject.dll!EndLoad() [d:\build\++ue4+release-4.17+compile\sync\engine\source\runtime\coreuobject\private\uobject\uobjectglobals.cpp:1567]
UE4Editor-CoreUObject.dll!LoadPackageInternal() [d:\build\++ue4+release-4.17+compile\sync\engine\source\runtime\coreuobject\private\uobject\uobjectglobals.cpp:1312]
UE4Editor-CoreUObject.dll!LoadPackage() [d:\build\++ue4+release-4.17+compile\sync\engine\source\runtime\coreuobject\private\uobject\uobjectglobals.cpp:1409]
UE4Editor-CoreUObject.dll!ResolveName() [d:\build\++ue4+release-4.17+compile\sync\engine\source\runtime\coreuobject\private\uobject\uobjectglobals.cpp:781]
UE4Editor-CoreUObject.dll!StaticLoadObjectInternal() [d:\build\++ue4+release-4.17+compile\sync\engine\source\runtime\coreuobject\private\uobject\uobjectglobals.cpp:869]
UE4Editor-CoreUObject.dll!StaticLoadObject() [d:\build\++ue4+release-4.17+compile\sync\engine\source\runtime\coreuobject\private\uobject\uobjectglobals.cpp:936]
UE4Editor-CinematicCamera.dll!ConstructorHelpersInternal::FindOrLoadObject<UStaticMesh>() [d:\build\++ue4+release-4.17+compile\sync\engine\source\runtime\coreuobject\public\uobject\constructorhelpers.h:35]
UE4Editor-CinematicCamera.dll!ConstructorHelpers::FObjectFinder<UStaticMesh>::FObjectFinder<UStaticMesh>() [d:\build\++ue4+release-4.17+compile\sync\engine\source\runtime\coreuobject\public\uobject\constructorhelpers.h:108]
UE4Editor-CinematicCamera.dll!ACameraRig_Crane::ACameraRig_Crane() [d:\build\++ue4+release-4.17+compile\sync\engine\source\runtime\cinematiccamera\private\camerarig_crane.cpp:45]
UE4Editor-CoreUObject.dll!UClass::CreateDefaultObject() [d:\build\++ue4+release-4.17+compile\sync\engine\source\runtime\coreuobject\private\uobject\class.cpp:2687]
UE4Editor-CoreUObject.dll!UObjectLoadAllCompiledInDefaultProperties() [d:\build\++ue4+release-4.17+compile\sync\engine\source\runtime\coreuobject\private\uobject\uobjectbase.cpp:817]
UE4Editor-CoreUObject.dll!ProcessNewlyLoadedUObjects() [d:\build\++ue4+release-4.17+compile\sync\engine\source\runtime\coreuobject\private\uobject\uobjectbase.cpp:895]
UE4Editor.exe!FEngineLoop::PreInit() [d:\build\++ue4+release-4.17+compile\sync\engine\source\runtime\launch\private\launchengineloop.cpp:1835]
UE4Editor.exe!GuardedMain() [d:\build\++ue4+release-4.17+compile\sync\engine\source\runtime\launch\private\launch.cpp:127]
UE4Editor.exe!GuardedMainWrapper() [d:\build\++ue4+release-4.17+compile\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:134]
UE4Editor.exe!WinMain() [d:\build\++ue4+release-4.17+compile\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:210]
UE4Editor.exe!__scrt_common_main_seh() [f:\dd\vctools\crt\vcstartup\src\startup\exe_common.inl:253]
kernel32.dll!0x00000000779A59CD
ntdll.dll!0x0000000077BDA561
ntdll.dll!0x0000000077BDA561

Hi, I’m not sure if our issues are related. I migrated from 4.16.3 to 4.17.1 and when I googled “ue4 KernelBase.dll UE4Editor.exe” I got your post.

I basically get “Unreal Engine has stopped working” when launching the editor. But the Crash Reporter doesn’t load up at all. I just get an option to Debug.

When I run the debug option I get:

Unhandled exception at 0x00007FF858985BF8 (KernelBase.dll) in UE4Editor.exe: 0xC000041D: An unhandled exception was encountered during a user callback.

I’m sorry I wished I had more, maybe a UE4 dev here will see a pattern.

Hello and ,

To understand what is happening, I’m going to need more information from both of you.

; When you say that you “Migrated” from 4.16.3 to 4.17.1, do you mean that you created a new project in 4.17.1 and migrated your content over using the in-editor tools or do you mean that you manually converted the existing project to 4.17.1? In either case, please check the project’s Saved/Logs folder and provide a log file from when this crash occurred, if it is there.

; Any information would be helpful, such as: Is this a new project? Have you been able to open the editor successfully previously? If so, was it on a previous version? A callstack is not usually enough to determine what is wrong.

I’ve been using UE4 for about three years. I’ll downloaded the source, built it, and then right clicked my .uproject, and switched it to the new version. So this is what I mean when I say migrate. The logs at the time didn’t show anything unusual.

This is where I am in the troubleshooting process
https://forums.unrealengine.com/development-discussion/blueprint-visual-scripting/119383-umg-reference-will-be-nulled-on-widget?146405-UMG-quot-Reference-will-be-NULLed-quot-on-widget=

I’m not sure but maybe this is why my 4.17.1 project crashed on startup. It’s not possible to be 100% sure. The 4.17.1 editor didn’t load at all. The splash got to 100%, disappeared and looked like it was going to come up, then it crashed and the below appeared:

**

Unreal Engine has stopped working
**

No crash reporter, and logs showed nothing out of the ordinary (As far as I can tell). I’ll know more this week.

Hello ,

Were you ever able to gather more information about this, and are you still experiencing this issue? If so, please let me know and I’ll continue to investigate this issue. In the meantime, I’ll be marking this issue as resolved for tracking purposes.