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Project crash when opening on editor on a different pc

This project works fine on my PC, but when I tried opening it on a different PC with the same UE version, it crashes when loading.

Below is the report:

LoginId:4e4beb8b4b485d68b1dc4ba557a02af2 EpicAccountId:d1026f7abe8548adaeaa830ed6ac9f27

Assertion failed: SerializeNum >= 0 [File:D:\Build\++UE4+Release-4.19+Compile\Sync\Engine\Source\Runtime\Core\Public\Containers/Array.h] [Line: 1078]

UE4Editor_Core!FDebug::AssertFailed() [d:\build++ue4+release-4.19+compile\sync\engine\source\runtime\core\private\misc\assertionmacros.cpp:419] UE4Editor_RawMesh!operator<<() [d:\build++ue4+release-4.19+compile\sync\engine\source\runtime\core\public\containers\array.h:1078] UE4Editor_RawMesh!operator<<() [d:\build++ue4+release-4.19+compile\sync\engine\source\developer\rawmesh\private\rawmesh.cpp:200] UE4Editor_RawMesh!FRawMeshBulkData::LoadRawMesh() [d:\build++ue4+release-4.19+compile\sync\engine\source\developer\rawmesh\private\rawmesh.cpp:253] UE4Editor_MeshUtilities!FStaticMeshUtilityBuilder::GatherSourceMeshesPerLOD() [d:\build++ue4+release-4.19+compile\sync\engine\source\developer\meshutilities\private\meshutilities.cpp:2811] UE4Editor_MeshUtilities!FMeshUtilities::BuildStaticMesh() [d:\build++ue4+release-4.19+compile\sync\engine\source\developer\meshutilities\private\meshutilities.cpp:3305] UE4Editor_Engine!FStaticMeshRenderData::Cache() [d:\build++ue4+release-4.19+compile\sync\engine\source\runtime\engine\private\staticmesh.cpp:1414] UE4Editor_Engine!UStaticMesh::CacheDerivedData() [d:\build++ue4+release-4.19+compile\sync\engine\source\runtime\engine\private\staticmesh.cpp:2308] UE4Editor_Engine!UStaticMesh::PostLoad() [d:\build++ue4+release-4.19+compile\sync\engine\source\runtime\engine\private\staticmesh.cpp:2686] UE4Editor_CoreUObject!UObject::ConditionalPostLoad() [d:\build++ue4+release-4.19+compile\sync\engine\source\runtime\coreuobject\private\uobject\obj.cpp:994] UE4Editor_Engine!UStaticMeshComponent::PostLoad() [d:\build++ue4+release-4.19+compile\sync\engine\source\runtime\engine\private\components\staticmeshcomponent.cpp:1637] UE4Editor_CoreUObject!UObject::ConditionalPostLoad() [d:\build++ue4+release-4.19+compile\sync\engine\source\runtime\coreuobject\private\uobject\obj.cpp:994] UE4Editor_CoreUObject!EndLoad() [d:\build++ue4+release-4.19+compile\sync\engine\source\runtime\coreuobject\private\uobject\uobjectglobals.cpp:1595] UE4Editor_CoreUObject!LoadPackageInternal() [d:\build++ue4+release-4.19+compile\sync\engine\source\runtime\coreuobject\private\uobject\uobjectglobals.cpp:1339] UE4Editor_CoreUObject!LoadPackage() [d:\build++ue4+release-4.19+compile\sync\engine\source\runtime\coreuobject\private\uobject\uobjectglobals.cpp:1436] UE4Editor_UnrealEd!UEditorEngine::Map_Load() [d:\build++ue4+release-4.19+compile\sync\engine\source\editor\unrealed\private\editorserver.cpp:2494] UE4Editor_UnrealEd!UEditorEngine::HandleMapCommand() [d:\build++ue4+release-4.19+compile\sync\engine\source\editor\unrealed\private\editorserver.cpp:5966] UE4Editor_UnrealEd!UEditorEngine::Exec() [d:\build++ue4+release-4.19+compile\sync\engine\source\editor\unrealed\private\editorserver.cpp:5443] UE4Editor_UnrealEd!UUnrealEdEngine::Exec() [d:\build++ue4+release-4.19+compile\sync\engine\source\editor\unrealed\private\unrealedsrv.cpp:696] UE4Editor_UnrealEd!FEditorFileUtils::LoadMap() [d:\build++ue4+release-4.19+compile\sync\engine\source\editor\unrealed\private\filehelpers.cpp:2234] UE4Editor_UnrealEd!FEditorFileUtils::LoadDefaultMapAtStartup() [d:\build++ue4+release-4.19+compile\sync\engine\source\editor\unrealed\private\filehelpers.cpp:3597] UE4Editor_UnrealEd!FUnrealEdMisc::OnInit() [d:\build++ue4+release-4.19+compile\sync\engine\source\editor\unrealed\private\unrealedmisc.cpp:350] UE4Editor_UnrealEd!EditorInit() [d:\build++ue4+release-4.19+compile\sync\engine\source\editor\unrealed\private\unrealedglobals.cpp:97] UE4Editor!GuardedMain() [d:\build++ue4+release-4.19+compile\sync\engine\source\runtime\launch\private\launch.cpp:150] UE4Editor!GuardedMainWrapper() [d:\build++ue4+release-4.19+compile\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:144] UE4Editor!WinMain() [d:\build++ue4+release-4.19+compile\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:223] UE4Editor!__scrt_common_main_seh() [f:\dd\vctools\crt\vcstartup\src\startup\exe_common.inl:253] kernel32 ntdll

Can I provide anything else? is there a way to fix this issue?

Thanks!

Fabio

Product Version: UE 4.19
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asked Feb 18 '19 at 02:21 PM in Using UE4

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fapelbaum
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3 answers: sort voted first

You need to have a folder on the hard disk with the same Leather as the project was made in, and need to be in a folder with the same name as the project was made in

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answered Feb 18 '19 at 05:40 PM

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Blackforcedragon
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As new as I am in unreal, still have a hard time reading the log... Can you tell me what in the log guide you to that solution?

Thanks

Fabio

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answered Feb 18 '19 at 05:53 PM

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fapelbaum
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If a project is made in a folder called UE4 under the folders my Documents , you need to project in a flower the the name UE4 in the My Document folder. the start of the error code here "File:D:\Build++UE4+Release-4.19+Compile\Sync\Engine\Source\Runtime\Core\Public\Containers/Array.h" this tells me that the project was made on a seducer hard drive named "D" and on the last part of the error code, it looks like you are trying to copy the project to a hard drive named "F". If you did make the project on the D folder on you pc, you need to add it to the D folder on a pc or an external hard drive

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answered Feb 18 '19 at 06:45 PM

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Blackforcedragon
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avatar image fapelbaum Feb 18 '19 at 06:58 PM

Thank you again for your answer, what is interesting is that this project was made on my LumaForge drive (L:) which is a network drive, then I tried to open it on the other machine accessing the same network drive also (L:), the project crashed.

Now, in the past, I have been able to save projects in a different path without having this error. So I am still trying to understand the backend of Unreal as I learn to do more complex things on it.

During the weekend I did try to solve this issue in multiple ways, and what fixed the project from crashing in other computers was deleting some meshes an object from the content library that seemed to have issues when importing it (face material index inconsistency).

Did you noticed anything on that behalf? After removing it from my project, it opened fine...

Thanks again for helping me better understand this types of issue if it ever happens to me again in the future.

Fabio

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