Upgrade from 4.15 -> 4.17: Relaunching packaged exe hangs
Recently, our team upgraded from UE4 version 4.15 to version 4.17. We have a build process that packages and distributes our prototype game using the Win64 Development configuration. Our prototype is built off of ShooterGame.
After upgrading to 4.17, we have noticed that relaunching the packaged executable after closing it will cause the Unreal Proccess to hang while doing async loading. The loading screen, or rather any window related to the process, will not appear. After opening the task manager, it shows a ShooterGame.exe process running with about 250 megabytes of allocated memory and no CPU usage. As the game attempts to load, the usage will slowly decline to 0% and remain there indefinitely.
Is anyone else experiencing this issue? Any advice on where to proceed from here would be helpful.
I've been taking a look at this issue today and found that our build machine wasn't packaging our assets. When pak files are turned on, I wasn't able to reproduce the problem. This could point towards a load order issue or a race condition that only happens when multiple files are opened during async load. It's also possible that I just moved the race condition elsewhere. I'll update again if we continue to see the problem.
(I keep failing to post this as a comment for some reason. Sorry for the bad "Answer")
Some of my users are having this issue... some of the time. One guy was having the issue and it magically fixed itself one day, and another just randomly started getting it. Restarts don't help, verifying files doesn't help, reinstalling doesn't help. Nothing about the affected computers points to any hardware issue. It's proven nearly impossible to track down as I haven't been able to recreate it on any of my 3 computers. I pushed out a dev build earlier with VeryVerbose logging turned on like so:
For some reason setting Global to VeryVerbose caused packaging to fail every time, but that's a separate issue entirely.
I got somebody to try launching 6 times today and every log ends exactly the same way:
And then it just goes on like that, with a very HOT QueueRequest. It never tries to load another asset. What is special about FX_DamageIndicator.uexp? No idea. It's just a cooked particle system. This project started with shootergame 4.12 and is now on 4.17.2. FX_DamageIndicator may have been created in 4.15 but I am not sure.
answered Oct 12 '17 at 06:23 PM
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