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Upgrade from 4.15 -> 4.17: Relaunching packaged exe hangs

Hello,

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.

Some observations:

  • This does not occur for all of our machines and is not exclusive to a particular Windows OS version. We had it happen on Windows 7, 8, and 10

  • This does not occur for PIE. Only packaged builds

  • This issue only occurs upon launching the executable, closing it, and attempting to reopen it

  • Sometimes, after about an hour, the game will in fact load (obviously we cannot be waiting an hour to playtest)

  • We were able to repro this with a Debug Configuration build and noticed it would hang during Async loading before the Checksum is performed on loaded files

  • Disabling firewall and antivirus had no impact

  • We never experienced this issue on 4.15

  • There is nothing that stands out in the logs

Is anyone else experiencing this issue? Any advice on where to proceed from here would be helpful.

Thanks

Product Version: UE 4.17
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asked Sep 28 '17 at 08:34 PM in Packaging & Deployment

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Crebstar
56 5 7

avatar image Paul.Renton Oct 12 '17 at 07:59 PM
avatar image SlimeQ 6 days ago

Be sure to pass on any information and let us know if there's a workaround found over there... Some of us don't have access to udn

avatar image Paul.Renton 6 days ago

Received a reply this morning. Part of the response is copied below:

"As for the issue itself, have you attempted disabling Event Driven Loading? This is sometimes related to Async loading issues. It was not enabled automatically in 4.15 but has been enabled by default in projects as of 4.16."

avatar image SlimeQ 6 days ago

I did attempt it... however it caused a crash because I'm using StaticLoadObject to load an image at some point and I gave up. I can try just commenting out that line and see what happens I guess.

Stay tuned.

avatar image Paul.Renton 6 days ago

Ran into a similar issue where our packaged exe would crash with the Event Loader turned off

avatar image SlimeQ 6 days ago

Managed to get a package running without Event Driven Loading and it did seem to fix the issue, at least for the 1 person that got back to me. However, it also seems to have prevented TextRenders from loading the font (roboto). Every digit is squares. UMG widgets seem to have loaded fonts just fine.

What a mess

avatar image SlimeQ 3 days ago

I've worked around the font issue and documented it over here for anyone following in my footsteps.

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1 answer: sort voted first

(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:

 [Core.Log]
 ; LogVoice=VeryVerbose
 ; LogVoiceDecode=VeryVerbose
 ; LogVoiceEncode=VeryVerbose
 ; LogAudio=VeryVerbose
 LogGameMode=VeryVerbose
 LogPakFile=Verbose
 LogOnline=VeryVerbose
 LogNetVersion=VeryVerbose
 LogContentStreaming=VeryVerbose
 LogDerivedDataCache=VeryVerbose
 LogModuleManager=VeryVerbose
 LogWindows=VeryVerbose
 LogConfig=VeryVerbose
 LogStaticMesh=VeryVerbose
 LogCheckComponents=VeryVerbose
 LogClass=VeryVerbose
 LogBlueprint=VeryVerbose
 ; Global=VeryVerbose

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:

 [2017.10.12-17.24.13:690][  0]LogPakFile: Verbose: FPakPlatformFile::OpenAsyncRead[0000000015262035, 0000000015263309) ../../../ProxyWarVR/Content/HUD/FX_DamageIndicator.uexp
 [2017.10.12-17.24.13:690][  0]LogPakFile: Verbose: FPakReadRequest[00000000152620F6, 000000001526243D) Notify complete
 [2017.10.12-17.24.13:690][  0]LogPakFile: Verbose: FPakReadRequest[00000000152620F6, 000000001526243D) QueueRequest HOT

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.

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answered Oct 12 '17 at 06:23 PM

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SlimeQ
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