Mobile Patching Utility Crash - Windows10 Package

I recently got a new computer with Windows 10 and I have transferred my project that started on a PC with Windows 7. I am running a blueprint project built from source. On the new PC I get the same crash with 4.19, 4.19.2 and 4.20.2.

On my Windows 7 PC the game runs and packages with no issues. I use the Mobile Patching Utility as a patcher. On the new computer with Windows 10 I can fully compile in Visual Studio 2017 and package the game with no errors. i use the Project Launcher tool to package.

When I start my game up it actually does not crash right away - I can get all the way to the file size check without crashing. Once the file size check passes, the game will crash which leads me to believe the “Start install” node is the source of the crash that ends with a fatal error() - see log file attached. In addition, if I force mount the patch, which skips the start install node, it will open and run without a crash.

The only difference other than the windows OS version that I can tell is the visual studio 2017 is more updated on the new PC at 15.8 compared to 15.5 on the windows 7 PC. I’ve verified my Visual Studio install includes Desktop C++, Game Development C++, .Net and also included the unreal engine install check box as well.

I can package the project on my Windows 7 PC and it will run on both computers. If I package on the Windows 10 PC it will crash on both computers. link text

Forced stall at check disk stage:

252863-mobilepatch1.png

When passed:

252865-mobilepatch2.png

After the initial compile of the engine + project I deleted the MobilePatchUtility intermediate and binaries. Recompiled again and it appears to be working so far, I will update shortly.

I had the patch randomly work once, and it has not worked since. Trying to retrace my steps and figure out what it was. At the moment I posted this it just seemed like all I did was re compile the plugin but that has not worked since.