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UE4 Executable Keeps on Crashing

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    UE4 Executable Keeps on Crashing

    Hi everyone,

    When I was able to build and package my UE4 Project.. After playing the Intro Movie of the UE4 Logo.. My game crashes and gives me this error log message.

    Log file open, 07/11/16 10:55:13
    LogInitisplay: Running engine for game: CAPSTN1_Shooter
    LogPlatformFile: Not using cached read wrapper
    LogInitisplay: RandInit(760709289) SRandInit(760709309).
    LogTaskGraph: Started task graph with 4 named threads and 5 total threads.
    LogStats: Stats thread started at 0.078488
    LogInit: Version: 4.11.2-2946394+++UE4+Release-4.11
    LogInit: API Version: 2927265
    LogInit: Compiled (64-bit): Apr 18 2016 02:18:46
    LogInit: Compiled with Visual C++: 19.00.23026.00
    LogInit: Build Configuration: Development
    LogInit: Branch Name: ++UE4+Release-4.11
    LogInit: Command line: /Temp/Autosaves/Game/Levels/MainLevels/UEDPCLevel_MainMenu -game -PIEVIACONSOLE -ResX=1280 -ResY=720 -Multiprocess -messaging -SessionName="Play in Standalone Game"
    LogInit: Base directory: C:/Program Files/Epic Games/4.11/Engine/Binaries/Win64/
    LogInit: Installed Engine Build: 1
    LogInit: Using libcurl 7.41.0
    LogInit: - built for x86_64-pc-win32
    LogInit: - supports SSL with WinSSL
    LogInit: - other features:
    LogInit: CURL_VERSION_SSL
    LogInit: CURL_VERSION_IPV6
    LogInit: CURL_VERSION_ASYNCHDNS
    LogInit: CURL_VERSION_LARGEFILE
    LogInit: CURL_VERSION_IDN
    LogInit: CurlRequestOptions (configurable via config and command line):
    LogInit: - bVerifyPeer = true - Libcurl will verify peer certificate
    LogInit: - bUseHttpProxy = false - Libcurl will NOT use HTTP proxy
    LogInit: - bDontReuseConnections = false - Libcurl will reuse connections
    LogInit: - CertBundlePath = nullptr - Libcurl will use whatever was configured at build time.
    LogInit: Presizing for max 16777216 objects, including 0 objects not considered by GC, pre-allocating 0 bytes for permanent pool.
    LogInit: Object subsystem initialized
    [2016.07.11-02.55.13:349][ 0]LogConsoleManager:Warning: Setting the console variable 'r.Streaming.PoolSize' with 'SetByScalability' was ignored as it is lower priority than the previous 'SetByProjectSetting'
    [2016.07.11-02.55.13:349][ 0]LogInit: Selected Device Profile: [Windows]
    [2016.07.11-02.55.13:349][ 0]LogInit: Applying CVar settings loaded from the selected device profile: [Windows]
    [2016.07.11-02.55.13:352][ 0]LogInit: Computer: ALSON-DESKTOP
    [2016.07.11-02.55.13:352][ 0]LogInit: User: JohnAlson
    [2016.07.11-02.55.13:352][ 0]LogInit: CPU Page size=65536, Cores=2
    [2016.07.11-02.55.13:352][ 0]LogInit: High frequency timer resolution =14.318180 MHz
    [2016.07.11-02.55.13:352][ 0]LogMemory: Memory total: Physical=15.9GB (16GB approx)
    [2016.07.11-02.55.13:352][ 0]LogMemory: Platform Memory Stats for Windows
    [2016.07.11-02.55.13:352][ 0]LogMemory: Process Physical Memory: 315.22 MB used, 315.22 MB peak
    [2016.07.11-02.55.13:352][ 0]LogMemory: Process Virtual Memory: 315.70 MB used, 315.70 MB peak
    [2016.07.11-02.55.13:352][ 0]LogMemory: Physical Memory: 8949.04 MB used, 16321.12 MB total
    [2016.07.11-02.55.13:352][ 0]LogMemory: Virtual Memory: 651.98 MB used, 134217728.00 MB total
    [2016.07.11-02.55.13:384][ 0]LogTextLocalizationManager: No specific translations for ('en-PH') exist, so ('en') translations will be used.
    [2016.07.11-02.55.13:829][ 0]LogD3D11RHI: D3D11 adapters:
    [2016.07.11-02.55.13:851][ 0]LogD3D11RHI: 0. 'NVIDIA GeForce GTX 650 Ti BOOST' (Feature Level 11_0)
    [2016.07.11-02.55.13:851][ 0]LogD3D11RHI: 1988MB of dedicated video memory, 0MB of dedicated system memory, and 8160MB of shared system memory, 2 output[s]
    [2016.07.11-02.55.13:852][ 0]LogD3D11RHI: 1. 'Microsoft Basic Render Driver' (Feature Level 11_0)
    [2016.07.11-02.55.13:852][ 0]LogD3D11RHI: 0MB of dedicated video memory, 0MB of dedicated system memory, and 8160MB of shared system memory, 0 output[s]
    [2016.07.11-02.55.13:852][ 0]LogD3D11RHI: Chosen D3D11 Adapter: 0
    [2016.07.11-02.55.13:858][ 0]LogD3D11RHI: Creating new Direct3DDevice
    [2016.07.11-02.55.13:858][ 0]LogD3D11RHI: Adapter Name: NVIDIA GeForce GTX 650 Ti BOOST
    [2016.07.11-02.55.13:858][ 0]LogD3D11RHI: Driver Version: 10.18.13.6472 (internal 10.18.13.6472)
    [2016.07.11-02.55.13:858][ 0]LogD3D11RHI: Driver Date: 3-21-2016
    [2016.07.11-02.55.13:858][ 0]LogRHI: Texture pool is 1361 MB (70% of 1945 MB)
    [2016.07.11-02.55.13:871][ 0]LogD3D11RHI: Async texture creation enabled
    [2016.07.11-02.55.13:881][ 0]LogShaderCompilers: Guid format shader working directory is -33 characters bigger than the processId version (../../../../../../Users/JohnAlson/Desktop/[CAPSTN1] Files/[UE4] CAPSTN1 Repository/Intermediate/Shaders/WorkingDirectory/1584/).
    [2016.07.11-02.55.13:881][ 0]LogShaderCompilers: Cleaned the shader compiler working directory 'C:/Users/JOHNAL~1/AppData/Local/Temp/UnrealShaderWorkingDir/EFABC4834B653FE32170A28D9EF496F1/'.
    [2016.07.11-02.55.13:881][ 0]LogShaderCompilersisplay: Using Local Shader Compiler.
    [2016.07.11-02.55.14:903][ 0]LogTempisplay: Loaded TP AllDesktopTargetPlatform
    [2016.07.11-02.55.14:910][ 0]LogTempisplay: Loaded TP WindowsClientTargetPlatform
    [2016.07.11-02.55.14:915][ 0]LogTempisplay: Loaded TP WindowsNoEditorTargetPlatform
    [2016.07.11-02.55.14:920][ 0]LogTempisplay: Loaded TP WindowsServerTargetPlatform
    [2016.07.11-02.55.14:927][ 0]LogTempisplay: Loaded TP WindowsTargetPlatform
    [2016.07.11-02.55.14:930][ 0]LogTempisplay: Loaded TP AndroidTargetPlatform
    [2016.07.11-02.55.14:934][ 0]LogTempisplay: Loaded TP Android_ASTCTargetPlatform
    [2016.07.11-02.55.14:937][ 0]LogTempisplay: Loaded TP Android_ATCTargetPlatform
    [2016.07.11-02.55.14:942][ 0]LogTempisplay: Loaded TP Android_DXTTargetPlatform
    [2016.07.11-02.55.14:945][ 0]LogTempisplay: Loaded TP Android_ETC1TargetPlatform
    [2016.07.11-02.55.14:948][ 0]LogTempisplay: Loaded TP Android_ETC2TargetPlatform
    [2016.07.11-02.55.14:954][ 0]LogTempisplay: Loaded TP Android_MultiTargetPlatform
    [2016.07.11-02.55.14:954][ 0]LogTempisplay: Loaded TP Android_PVRTCTargetPlatform
    [2016.07.11-02.55.14:955][ 0]LogTempisplay: Loaded TP HTML5TargetPlatform
    [2016.07.11-02.55.14:971][ 0]LogTempisplay: Loaded TP IOSTargetPlatform
    [2016.07.11-02.55.14:974][ 0]LogTempisplay: Loaded TP TVOSTargetPlatform
    [2016.07.11-02.55.14:976][ 0]LogTempisplay: Loaded TP LinuxNoEditorTargetPlatform
    [2016.07.11-02.55.14:979][ 0]LogTempisplay: Loaded TP LinuxServerTargetPlatform
    [2016.07.11-02.55.14:981][ 0]LogTempisplay: Loaded TP LinuxTargetPlatform
    [2016.07.11-02.55.14:981][ 0]LogTargetPlatformManagerisplay: Building Assets For Windows
    [2016.07.11-02.55.15:086][ 0]LogDerivedDataCacheisplay: Max Cache Size: 512 MB
    [2016.07.11-02.55.15:157][ 0]LogDerivedDataCache: Loaded boot cache 0.07s 84MB C:/Users/JohnAlson/AppData/Local/UnrealEngine/4.11/DerivedDataCache/Boot.ddc.
    [2016.07.11-02.55.15:157][ 0]LogDerivedDataCacheisplay: Loaded Boot cache: C:/Users/JohnAlson/AppData/Local/UnrealEngine/4.11/DerivedDataCache/Boot.ddc
    [2016.07.11-02.55.15:157][ 0]LogDerivedDataCache: FDerivedDataBackendGraph: Pak pak cache file ../../../../../../Users/JohnAlson/Desktop/[CAPSTN1] Files/[UE4] CAPSTN1 Repository/DerivedDataCache/DDC.ddp not found, will not use a pak cache.
    [2016.07.11-02.55.15:157][ 0]LogDerivedDataCache: Unable to find inner node Pak for hierarchical cache Hierarchy.
    [2016.07.11-02.55.15:157][ 0]LogDerivedDataCache: FDerivedDataBackendGraph: CompressedPak pak cache file ../../../../../../Users/JohnAlson/Desktop/[CAPSTN1] Files/[UE4] CAPSTN1 Repository/DerivedDataCache/Compressed.ddp not found, will not use a pak cache.
    [2016.07.11-02.55.15:157][ 0]LogDerivedDataCache: Unable to find inner node CompressedPak for hierarchical cache Hierarchy.
    [2016.07.11-02.55.15:174][ 0]LogDerivedDataCacheisplay: Pak cache opened for reading ../../../Engine/DerivedDataCache/Compressed.ddp.
    [2016.07.11-02.55.15:186][ 0]LogDerivedDataCache: Using Local data cache path C:/Users/JohnAlson/AppData/Local/UnrealEngine/Common/DerivedDataCache: Writable
    [2016.07.11-02.55.15:369][ 0]LogInit: Selected Device Profile: [Windows]
    [2016.07.11-02.55.15:374][ 0]LogMaterial: Uniform references updated for custom material expression Custom.
    [2016.07.11-02.55.15:374][ 0]LogContentStreaming: Texture pool size is 1500.00 MB
    [2016.07.11-02.55.15:490][ 0]LogMeshUtilities: No automatic mesh reduction module available
    [2016.07.11-02.55.15:490][ 0]LogMeshUtilities: No automatic mesh merging module available
    [2016.07.11-02.55.15:490][ 0]LogMeshUtilities: No distributed automatic mesh merging module available
    [2016.07.11-02.55.15:703][ 0]LogInit: WinSock: version 1.1 (2.2), MaxSocks=32767, MaxUdp=65467
    [2016.07.11-02.55.15:796][ 0]LogSlate: SlateFontCache - WITH_FREETYPE: 1, WITH_HARFBUZZ: 1
    [2016.07.11-02.55.15:796][ 0]LogSlate: SlateFontCache - WITH_FREETYPE: 1, WITH_HARFBUZZ: 1
    [2016.07.11-02.55.15:933][ 0]LogWindowsMoviePlayer: Unable to load movie: ../../../../../../Users/JohnAlson/Desktop/[CAPSTN1] Files/[UE4] CAPSTN1 Repository/Content/Movies/Default_Startup.mp4
    [2016.07.11-02.55.16:010][ 0]LogSubstanceCoreModule: Substance CPU Engine Loaded, Max Texture Size 2048
    [2016.07.11-02.55.16:023][ 0]LogUdpMessaging: Initializing bridge on interface 0.0.0.0:0 to multicast group 230.0.0.1:6666.
    [2016.07.11-02.55.16:301][ 0]LogAssetRegistry: FAssetRegistry took 0.0001 seconds to start up
    [2016.07.11-02.55.18:480][ 0]ImportText (OutDirection): Missing opening parenthesis:
    [2016.07.11-02.55.19:229][ 0]ImportText (OutDirection): Missing opening parenthesis:
    [2016.07.11-02.55.19:834][ 0]LogWindows:Error: === Critical error: ===
    Fatal error!



    [2016.07.11-02.55.19:835][ 0]LogExit: Executing StaticShutdownAfterError
    [2016.07.11-02.55.19:840][ 0]LogWindows: FPlatformMisc::RequestExit(1)
    [2016.07.11-02.55.19:840][ 0]Log file closed, 07/11/16 10:55:19


    Can someone help me on this..

    Thank You!

    #2
    Hi,

    Are you able to attach the game to a debugger in visual studio to see if there is any more information available? The log doesn't seem to be very precise with the issue.

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