Packaged game wont load

I suddenly had a problem where the packaged game will no longer launch. I was able to launch it before, but then started downloading the update to 4.19 and before even applying it to the packaged version the game suddenly wouldn’t launch anymore. I can see both Entrulia.exe and Entrulia-Win64-Shipping.exe in the Processes but they both take only 1,528K and 127,800K memory respectively. They don’t seem to be using any CPU and even if I leave them open for a while nothing happens.

I have tried deleting all the saved config files and such in C:\Users[UserName]\AppData\Local\Entrulia but it doesn’t seem to do anything. Every time I try to launch the game it recreates the config files as well as creates CrashReportClient.ini with the following contents:

[CrashReportClient]
bHideLogFilesOption=false
bIsAllowedToCloseWithoutSending=true
CrashConfigPurgeDays=2

It doesn’t generate a crash dump file or give any kind of error.

I have made sure to package the game again with Full Rebuild checked and also deleting the old copy of the packaged game before packaging. I also tried deleting Saved/StagedBuilds, Intermediate, Build, and Binaries folders.

I also tried Verifying 4.19 before repackaging.

It seems to happen when I try to Launch the game in Editor as well. It gets stuck in the “Running Entrulia” window with the following in the output log:

LogPlayLevel: Starting Client....
LogPlayLevel: Completed Launch On Stage: Deploy Task, Time: 1.250031
LogPlayLevel: Running: F:\Entrulia\Saved\StagedBuilds\WindowsNoEditor\Entrulia\Binaries\Win64\Entrulia.exe ../../../Entrulia/Entrulia.uproject /Game/Maps/ZDuw/Prison01 -stdout -abslog="C:\Users\[Username]\AppData\Roaming\Unreal Engine\AutomationTool\Logs\F+Epic+Games+UE_4.19\Client.log" -Messaging -Windowed -CrashForUAT -SessionId=8592A427422D546B8D6468A7CD614
272 -SessionOwner="[Username]" -SessionName="Launch On Device"
LogPlayLevel: LogInit: Display: RandInit(-646943680) SRandInit(-646943680).
LogPlayLevel: LogICUInternationalization: Display: ICU TimeZone Detection - Raw Offset: +2:00, Platform Override: ''
LogPlayLevel: LogStreaming: Display: Took  0.019s to configure plugins.
LogPlayLevel: LogStreaming: Display: Took  0.000s to delete old logs.
LogPlayLevel: LogStreaming: Display: Async Loading initialized: Event Driven Loader: true, Async Loading Thread: false
LogPlayLevel: [2018.03.28-19.38.55:052][  0]LogModuleManager: Warning: ModuleManager: Module 'ExampleDeviceProfileSelector' not found - its StaticallyLinkedModuleInitializers function is null.
LogPlayLevel: [2018.03.28-19.38.55:184][  0]LogStreaming: Display: Took  0.061s to EndInitTextLocalization.
LogPlayLevel: [2018.03.28-19.38.55:392][  0]LogD3D11RHI: Display: Timestamp queries are currently disabled on this hardware due to instability. Realtime GPU stats will not be available. You can override this behaviour by setting r.NVIDIATimestampWorkaround to 0

Okay, I think I fixed it. I had a bunch of find object stuff in the constructor of an actor, both static mesh and materials. Removing them from the C++ class and just making a blueprint where I define the materials and meshes I wanted to use seemed to fix the problem.