Stops loading at 73%

my project stops loading at 73%.
This issue will only appear in this project.

The way I tried it,

  1. Delete .vs, Intermediate, saved, Binaries, .sln and Regenerate vs, Reopen Projects
  2. Check whether the computer stopped or duplicate the project.
  3. Check if there is a problem with the source file

I’ve tried it, but I can’t move from 73 seconds.
Even if you move your computer.
It’s been three days. What should I do?
Please help me It’s too hard.

Run UE4Editor.exe with -LOG argument, it will open output log on start up and you will see on what it stops. Most common reason why projects loading long is shader compilation, which can happen on engine update

just as said, also, if thats the reason , it can be hardware timeout if u have a very low hardware spec.

What is -LOG argument? Saved - logs

I prepared ample provisions. There are not a few things that are contained in it.

check at task manager if there is any shader compiling threads are active , if so, u must wait till it finish

what is shader?

if nothing consume ur cpu, then something really wrong. which is hard to be detected without any logs

Hello, just an ideia, it already happened to me and i solved it by replace my project for an autosave. I lost some content (like 10 minutes of work but at least got my project back). Good luck m8

In command line :stuck_out_tongue: UE4Editor.exe -LOG

you said, back to autosave point?
how can i find autosave??where?

in Your Project Folder. should be something like Documents\Unreal\ProjectName/saves/autosaves
just replace your files by the last auto save but pls make a backup of your files 1st. hope it helps

Hi lueha55,

Does the Editor get stuck at 73% or does it crash with no helpful error messages? If it is the latter, then read on.

Such crash errors with no actual helpful messages are often caused when you’re trying to access a NULL pointer. This null accessing can happen even for your specific case, i.e. a crash before the project fully loads. Here’s what you need to know to fix your issue. Every time you open the Unreal Editor, it tries to construct lots of modules and classes including some of your own Project classes in the background before the Editor is even initialized. One of these classes that have their constructors called is your GameMode. Following is some good coding practices that you should try to follow:

  • Always try to check whether your
    pointers are still valid before
    dereferencing them. You can do so by
    putting them in an if-else
    statement as a check condition, or
    use the Engine provided assertion
    macros such as check(). If an
    assertion is true, it will cause the
    Editor to crash but you will most
    likely be given a more useful error
    message as to what caused the Editor
    to crash. Read more about assertions
    here.
  • Another thing that you should try to
    avoid is to initialize any
    UObject in the constructor of your GameMode (or potentially any
    other UObject). This is
    especially the case if you’re trying
    to pass your whole class instance as
    the Outer parameter of the
    NewObject method with the keyword this, e.g. NewObject<USomeObject>(this). What happens here is that you’re
    telling your new object who its
    parent is before even the parent
    itself is fully initialized. In such
    cases, if you try to access the World
    or Level in your object, you’ll most
    likely get a nullptr in return
    and if you dereference it without
    checking, you’ll cause the Editor to
    crash. You should instead try to initialize these UObjects in overridable method InitGame(…) of GameMode or in PostInitProperties() method of UObjects.
  • You should also know that Unreal
    Engine has its own understanding of
    C++ and that you cannot use some of
    the commonly used C++ practices
    inside it. One such example is the
    use of keywords new/delete on
    UObjects. Because of ties to Garbage collection system, you need
    to use the Engine provided factory
    methods to initialize a UObject.
    However, unlike the other two
    aforementioned issues, you’re usually
    given a useful error message which can
    help you in debugging your project.

Hope these tips help you with your problem.

Vizgin

I had the same issue on my own project too.

The issue was with the Blueprint Character class (I don’t know what exactly was wrong).

I knew the things I was changing and, so, I was removing all lastly changed items one by one and with each removed item I was trying to launch my project from the Visual Studio. I removed (more precisely - I moved these items to other, not project related, directory) from my project (including some bp widgets, bp game instance class, and the character bp class) and, finally, the project started successfully. And while the editor was launched I returned all the “removed” items.

I hope it will help. Good luck.

I would complete the 2nd point :
“avoid is to initialize any UObject in the constructor” <=> avoid having UObject member in your classes (as it will be auto-init reaching the class’ constructor) ; you MUST use pointers if you set any UObject members, then instantiate them with :
CreateDefaultSubobject(TEXT(“WhateverYouWantForTheUE4Editor”));
where UClassName is the type of your pointer member

OK, SO i am having this issue as well (v4.22.2)

I loaded the project with the logs and it says:

[2019.05.26-19.23.37:279][ 0]LogLinker: Warning: Can’t find file ‘/Game/Dynamic/Character/BP_PlayerCharacter’
[2019.05.26-19.23.37:281][ 0]LogLinker: Warning: Can’t find file for asset ‘/Game/Dynamic/Character/BP_PlayerCharacter’ while loading NULL.

I have the file name in that location, spelled EXACTLY the same (well, with *.uasset extension of course).

I have tried to rename the file, load the project. I get an expected CDO error. So i go through my project, rename the file in the editor, and re-cast everywhere that the BP_Character is referenced, so I can hit PLAY and it works. but whenever i reload my project, i get either the CDO error, or it hangs on load.

Sorry to rez an old thread, but I figured this is the issue, so…shrug. Any help in ANY direction is appreciated.

BTW: Here is my project that is causing the issues:
https://github.com/Udemy-Courses-JShaw/Section05_Challenge-Rooms/tree/bf6a306ec2c0f129273b892496756c9ced6e7c8a

I just deleted the BP_GameInstance.uasset and it worked again.

I had this same issue with casting to a GameMode with 5.3.2.
Removing the cast and using an Interface was my workaround.