Packaged LowLevelFatalError in LinkerLoad.cpp (UMG Widget)

EDIT: If you are having the same problem with your packaged project, note that enabling “Force Slow Construction Path” on our widget assets solved the crash at launch.

Hi there,

Since we’ve updated to 4.19.1, we’ve been packaging the game normally, and we’re now receiving the following error on launch of the packaged game, and it crashes instantly. *Note that the crash doesn’t occur in PIE or Standalone.

234326-lowlevelfatalerror.png

I tried re-compiling/renaming of both the blueprint and the component having trouble being linked in question (some times it helps) and re-packaging after, but we still get the error. I’ve also checked the c++ code in question (LinkerLoad.cpp), and it’s been unfruitful.

The problem comes from a Blueprint Widget that is the parent Widget for all our Widgets. It has some very basic code inside for navigation, and a canvas panel, nothing else.

I tried to get the error in a new template project and haven’t been able to reproduce.

Here are the settings we currently use for packaging:

[/Script/UnrealEd.ProjectPackagingSettings]
BuildConfiguration=PPBC_Development
StagingDirectory=(Path="E:/Games/Visage")
FullRebuild=False
ForDistribution=False
IncludeDebugFiles=False
BlueprintNativizationMethod=Disabled
bWarnIfPackagedWithoutNativizationFlag=True
UsePakFile=True
bGenerateChunks=False
bGenerateNoChunks=False
bChunkHardReferencesOnly=False
bBuildHttpChunkInstallData=False
HttpChunkInstallDataDirectory=(Path="")
HttpChunkInstallDataVersion=
IncludePrerequisites=True
IncludeAppLocalPrerequisites=False
bShareMaterialShaderCode=False
bSharedMaterialNativeLibraries=False
ApplocalPrerequisitesDirectory=(Path="")
IncludeCrashReporter=False
InternationalizationPreset=All
-CulturesToStage=en
+CulturesToStage=en
+CulturesToStage=fr
DefaultCulture=en
bCookAll=False
bCookMapsOnly=False
bCompressed=True
bEncryptIniFiles=False
bEncryptPakIndex=False
bSkipEditorContent=False
+MapsToCook=(FilePath="/Game/Content_Phase1/Map/HauntedHouse")
+MapsToCook=(FilePath="/Game/Content_Phase1/Map/MainMenu")
+DirectoriesToAlwaysCook=(Path="Content_Phase1/Blueprints/LocalizedStrings")
bNativizeBlueprintAssets=False
bNativizeOnlySelectedBlueprints=False

I’m having quite the troubles figuring where to go next to try and solve this problem. Anyone has any idea where could this error come from?

Thanks!

Adding some noise to this… I have also been having a fun time trying to track this down. (Windows - UE4.19 - BP Project - No code - All worked in 4.18.3)

The built game crashes with a similar window like above, the logs are showing 20+ widgets (some multiple times) with errors similar to the one below for UMG Borders, VerticleBox’s, UniformGridPanel’s, etc.

LogProperty: Warning: Serialized Class /Script/CoreUObject.LinkerPlaceholderExportObject for a property of Class /Script/UMG.Border. Reference will be nullptred.
    Property = ObjectProperty /Game/ProjectName/Blueprints/Widgets/DialogueText.DialogueText_C:DebugSize_Border
    Item = LinkerPlaceholderExportObject /Game/ProjectName/Blueprints/Widgets/DialogueText.PLACEHOLDER-INST_of_DialogueText_C_0:PLACEHOLDER-INST_of_WidgetTree_1.PLACEHOLDER-INST_of_Border_2

Ive also tried a clean project, checked the engine code, but also no success on this front.

We didn’t find a fix yet, but I’m pretty sure this has something to do with the following commit: https://github.com/EpicGames/UnrealEngine/commit/8804fde86e59ed670765ac144c8835852afe6637?diff=unified

I’m thinking about reversing this single commit and checking what comes of it, but I’m not sure when I’ll have time for that.

We also have this crash and a lot of the mentioned warnings. We were able to fix the first crash, by getting rid of a cyclic reference but we have some more fix.
Take a look at the reference viewer and try to figure out if you have cyclic references…

I mean, we have a bunch of circular references throughout the UI. I know that conceptually speaking, they’re “bad”, but if you go through pretty much any UE4 tutorials, you’ll find plenty of them. We have been able to successfully execute packaged versions through the last 10 versions of UE4.

Is there a drastic change in the managing of circular references in 4.19, or is this just a bug? A clear answer from the staff would be great. It would be a shame to refactor a huge portion of our code for a bug that should be fixed.

I am now going through them step by step and fix them if they are easy to fix. If it requires too much refactoring, I set the Force Slow Construction Path flag. It fixes the issue for us as well.

No sorry, I haven’t seen this crash. I suggest to open a new topic about this issue.

Will do, thanks for your help!