Crash in shipping release since 4.18
So I've got a massive problem and have no idea how to resolve it.
Since I've updated my project to 4.18, I get a "fatal error" every time I execute the release. It only does this when I choose the "Shipping" configuration for my release, and not in DebugGame or Development.
Here is what I tried :
but even with an empty map, no code and no gamemode, I get the crash on release.
I tried releasing on a new blank project, and it worked, so it definitely comes from my code, but I can't isolate the problem.
Here is what gives me the UE4 Minidump :
0xC0000005 : the thread tried to read or write to a virtual address for which it does not have the appropriate access
I know this comes from the 4.18 update because I came back to a previous commit when my project was in 4.17, the release worked fine, then I tried updating to 4.18 and it crashed on execution.
I would really like to be able to use the new features for my project, like the Volumetric Lightmaps, there must be some thing in my blueprints that makes it crash, but I have no idea where to look. Any leads ?
Thanks in advance for your help,
Keep up the great work,
Edit : I did rename the entire project recently (BEFORE updating to 4.18, and the release worked after renaming), and since 4.18 it created a newName.sln, so I removed the oldName.sln. Could it be related ?
Edit 2 : I just followed this tutorial to rename the project (should have done it before) but it didn't change anything :(
Edit 3 : So just to be sure if it was or not the renaming of the project, I came back to the original project (I didn't exactly rename it, I cloned it and changed the name, so I still had the original one) which was in 4.17, I tried releasing, it launched fine, I updated to 4.18, it crashed. So... definitely not the renaming !
I solved an issue similar to this and hope this message helps someone in the future. I had crashes only in packaged builds (never editor) with the following log error:
Experienced devs told me 99% of the time it's a null pointer error, meaning you are referencing something in your c++ or blueprints which can't be referenced (usually because it doesn't exist, for example it hasn't yet been instantiated). This was true in my case.
The way to solve this issue:
1) Look in your log folder. ([yourprojectname]>Saved>Crashes). Look for the FATAL ERROR near the end and look underneath that for the callstack hint which will steer you where your problem is. In my case, it looked like this:
Notice the last message in mine. It contains the words "skeletalMesh", "sort", "TBitArray". In my case, the null pointer was a reference to a skeletal mesh inside of a switch.
2) Go into a blueprint you think the log could be referring to and disconnect the tick, begin play, and constructor wires, effectively deactivating the blueprint, and then package and run. If it stops crashing, you've found the blueprint with your toxic reference. You're zeroing in!
3) Reconnect your wires and disconnect only the part you think is responsible until the packaged build stops crashing. Find your bad reference, and then figure out why it's a bad reference. Have you instantiated it yet? (You can put in printstrings, or you can put in breakpoints and step through your blueprints to find out). In my case, it was something stranger which really threw me off: I had imported the mesh from Blender with the skeleton turned to invisible. This was enough to throw off ue4, but only when ue4 was trying to load it (hence why only the crashes in packaged builds).
The first time debugging something like this is hell, but have faith that you can and will get through it, and once you do, you'll have tremendous confidence moving forward!
answered Aug 05 '18 at 06:10 AM
hi have you tried with the 4.18.1 version ? it fixed some crashing problems i had with the 4.18
answered Nov 20 '17 at 02:01 PM
Okay well, I finally solved it, and I still don't know what caused it.
The solution was to create a new project (with the same name) and migrate everything, starting with c++ code, I had a lot of fixing and settings importing to do, but at least now the release works fine in shipping. No idea why, but well, as long as it is working, not gonna complain.
Hope it's gonna help someone someday...
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