Standalone version crashs

Hey,

i tried to run my game as Standalone to test the console and found out, that it crashs with following error:

!Id:14b05f3cfd328550fb1a3bd98f806033

Unknown exception - code 00000001 (first/second  not available)

Assertion failed: GetStructureSize() >= sizeof(UObject) [File:D:\BuildFarm\buildmachine_++depot+UE4-Releases+4.3\Engine\Source\Runtime\CoreUObjec

KERNELBASE + 37901 bytes
UE4Editor_Core + 3009491 bytes
UE4Editor_Core + 1775834 bytes
UE4Editor_Core + 1703568 bytes
UE4Editor_CoreUObject + 544241 bytes
UE4Editor_CoreUObject + 814946 bytes
UE4Editor_CoreUObject + 710553 bytes
UE4Editor_CoreUObject + 797108 bytes
UE4Editor_CoreUObject + 708640 bytes
UE4Editor_CoreUObject + 800898 bytes
UE4Editor_CoreUObject + 1529386 bytes
UE4Editor_CoreUObject + 873430 bytes
UE4Editor_CoreUObject + 870229 bytes
UE4Editor_CoreUObject + 873729 bytes
UE4Editor_CoreUObject + 870229 bytes
UE4Editor_CoreUObject + 712752 bytes
UE4Editor_CoreUObject + 797225 bytes
UE4Editor_CoreUObject + 663444 bytes
UE4Editor_CoreUObject + 814946 bytes
UE4Editor_CoreUObject + 466269 bytes
UE4Editor_CoreUObject + 465550 bytes
UE4Editor_CoreUObject + 546871 bytes
UE4Editor_CoreUObject + 544714 bytes
UE4Editor_CoreUObject + 814946 bytes
UE4Editor_CoreUObject + 466269 bytes
UE4Editor_CoreUObject + 464322 bytes
UE4Editor_CoreUObject + 543451 bytes
UE4Editor_CoreUObject + 814946 bytes
UE4Editor_CoreUObject + 710553 bytes
UE4Editor_CoreUObject + 797108 bytes
UE4Editor_CoreUObject + 708640 bytes
UE4Editor_CoreUObject + 797108 bytes
UE4Editor_CoreUObject + 708640 bytes
UE4Editor_CoreUObject + 800898 bytes
UE4Editor_CoreUObject + 1529386 bytes
UE4Editor_CoreUObject + 873430 bytes
UE4Editor_CoreUObject + 870229 bytes
UE4Editor_CoreUObject + 873729 bytes
UE4Editor_CoreUObject + 870229 bytes
UE4Editor_CoreUObject + 712752 bytes
UE4Editor_CoreUObject + 797225 bytes
UE4Editor_CoreUObject + 663444 bytes
UE4Editor_CoreUObject + 814946 bytes
UE4Editor_CoreUObject + 466269 bytes
UE4Editor_CoreUObject + 465550 bytes
UE4Editor_CoreUObject + 546871 bytes
UE4Editor_CoreUObject + 544714 bytes
UE4Editor_CoreUObject + 814946 bytes
UE4Editor_CoreUObject + 466269 bytes
UE4Editor_CoreUObject + 464322 bytes
UE4Editor_CoreUObject + 543451 bytes
UE4Editor_CoreUObject + 814946 bytes
UE4Editor_CoreUObject + 710553 bytes
UE4Editor_CoreUObject + 797108 bytes
UE4Editor_CoreUObject + 708640 bytes
UE4Editor_CoreUObject + 800898 bytes
UE4Editor_CoreUObject + 1529386 bytes
UE4Editor_CoreUObject + 873430 bytes
UE4Editor_CoreUObject + 870229 bytes
UE4Editor_CoreUObject + 873729 bytes
UE4Editor_CoreUObject + 870229 bytes
UE4Editor_CoreUObject + 712752 bytes
UE4Editor_CoreUObject + 797225 bytes
UE4Editor_CoreUObject + 706551 bytes
UE4Editor_CoreUObject + 797108 bytes
UE4Editor_CoreUObject + 708640 bytes
UE4Editor_CoreUObject + 800898 bytes
UE4Editor_CoreUObject + 1529386 bytes
UE4Editor_CoreUObject + 873430 bytes
UE4Editor_CoreUObject + 870229 bytes
UE4Editor_CoreUObject + 873729 bytes
UE4Editor_CoreUObject + 870229 bytes
UE4Editor_CoreUObject + 706076 bytes
UE4Editor_CoreUObject + 800898 bytes
UE4Editor_CoreUObject + 1529386 bytes
UE4Editor_Engine + 8797572 bytes
UE4Editor_Engine + 8507350 bytes
UE4Editor_Engine + 3523955 bytes
UE4Editor!FEngineLoop::Init() + 526 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.3\engine\source\runtime\launch\private\launchengineloop.cpp:1866]
UE4Editor!GuardedMain() + 292 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.3\engine\source\runtime\launch\private\launch.cpp:128]
UE4Editor!GuardedMainWrapper() + 26 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.3\engine\source\runtime\launch\private\windows\launchwindows.cpp:125]
UE4Editor!WinMain() + 249 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.3\engine\source\runtime\launch\private\windows\launchwindows.cpp:207]
UE4Editor!__tmainCRTStartup() + 329 bytes [f:\dd\vctools\crt\crtw32\dllstuff\crtexe.c:618]

I also get this when i start the packed version. The normal Editor version works fine.
I converted that project yesterday from 4.2 to 4.3 and can’t tell what causes this error.
Created a new project to test if its a problem at all, but there i can start the standalone.
I guess it has something to do with converting the project.

I could recreate the whole game in an empty 4.3 Project, but srsly that cant be the answer.

I hope someone knows how to fix this issue.

If you need more information, just tell where i can find it and i will post it.

Ok, i managed to trace the error back. It was in my Item Blueprint.
But i can’t tell you what exactly it was.
I deleted piece by piece everything from it. First all Variables. After that alle function. Nothing worked, so i deleted the Textrenderer. Still nothing happened. Than i deleted the Model that was set as a root component and after that it worked again.
Then i added everything back to the Item BP and it still works.
I don’t know if it really was the Mesh component which was broken after the convert from 4.2 to 4.3, but if someone got the same problem then try to remove Blueprints you placed in your Scene. If you find the blueprint that causes the crash duplicate it (for saving it) and delete every single piece of it one by another. Everytime check if the Standalone version is working again.

Thats how i found the piece which was broken.
Does the Epic Staff team know about that error already?

Hi ,

If you are comfortable with it, can you send us the specific blueprint in question so we can test it? I’ve never heard of this occurring before. Thank you!

Thank you for your report.

I have assigned this issue to a member of our support staff, and they will begin investigation as soon as possible. If we are unable to reproduce the issue, or we need additional information, our staff member will comment here with additional questions. Otherwise, we will post an ‘Answer’ once we have logged the issue in our bug database or we have a solution for it.

In the meantime, please be sure to review our suggestions for how to report a bug, and feel free to edit your post if you have additional information to provide.

Thank you.

Hey, thanks for the answer. I only have a “BP_Item.COPY” File left that is untouched. My original File from the Project is already fixed ): Sorry!

If you can work with that .COPY file, i can upload it for you!

Version: 4.3.0-2215663
Build from the Launcher and project converted from 4.2 to 4.3

WAIT Commando back. The error comes up again. Let the check what blueprint it is and i will upload it!

Here is the file with the new error (save as before).

I won’t touch the project now. Maybe you need other files too!

Just tested around with a clone of the project. Deleting the “GotPickedUp” Function seems to fix it instead of the model like i thought before.
Maybe you can reprodruce the fix from that. Although i don’t think that you can reproduce the error with only that file.

Casting to my Character BP from the Get Player Character node inside the Item Blueprint causes the crash, Don’t know why.

Hi ,

To be quite honest I’m not really sure what is going on in your blueprint. In the GotPickedUp function you have a function called Pick Up Item, but this function doesn’t exist in your blueprint. Your GotPickedUp function also has no input to plug into the Cast to Character (in my case it is Cast to MyCharacter), which means it won’t pick up. Adding this input (Character) in allowed me to cast to my character and print a string without crashing. Can you try this and see if it works?

You can’t find the “PickUpItem” function, because it’s from the character.
The character calls the “GotPickedUp” function when pressing f and looking at an item at the same time. In the “GotPickedUp” function, the item calls the “PickUpItem” function to let the character add this item to its InventoryArray.
After that, the item destroys itself.

I now deleted the “PickUpItem” function from the “GotPickedUp” function and called it in the character itself directly after calling the “GotPickedUp” function.
This has the same result of adding my item.
But the Standalone still crashs if i use something inside the GotPickedUp function. I only let the item destroy itself and still it crashs. Unplugging the node fixes the crash again. ): Where the hell does this come from!

I give you a picture of the Blueprint, so you know what im talking about.

This is the Character Evengraph:

http://puu.sh/aiiyx/6a5460de73.png

And the GotPickedUp function:

http://puu.sh/aiiDH/593443eebe.png

“FindUsableActor” gives back an Item. IsUsableActor is just set by that function to check. (Seeing this i could just use an Outnode, but what ever).

GotPickedUp is called and PickUpItem after that (PickUpItem is just large messy Function that adds Numbers to Arrays).

And as you see, my GotPickedUp function only contains the Destroy. Plugged it crashs, unplugged it wont.

Unfortunately on my end I was unable to reproduce this crash. My recommendation would be to use a different function in its place.

Ok i guess i fixed it completely. Calling the GotPickedUp function and destroying the Actor before finishing everything else was just stupid by me. I guess this error occurs when you delete an actor and still try to perform something with him.

But i still dont get why this only happens in the standalone.
Is he checking something else when compiling it?

For the record. I swapped the two functions in the first picture at the end.

If i remember correctly, i called the GotPickedUp function and from there the function PickUpItem of the Character and deleting the Item. After that the Character had nothing to work with. Still only causing crash in standalone.

Thanks for your support and sorry for this mass of text.

If i get this error again and cant solve it i will come back.

hi ,

I am glad to hear that you were able to solve this crash. I will mark this as answered for tracking purposes.