That’s it. No matter what I do, no matter what I try I just can’t fix it.
The CrashReportClient won’t work and It’s a pain to work without it.
I saw that it was a bug with the github source built engine and got fixed on 4.12.4, but I’m using the Epic Games Launcher build and 4.12.5.
I tried EVERYTHING, fresh install of everything related to the engine, visual studio, etc. Today I formatted my PC as a last resort. Still not working!
It’s not my project as it doesn’t work with any project. I even tried with “debug crash” console command.
Here’s my CrashReportClient log, it’s basically useless, there’s no error in the log, it does fine until for no apparent reason it just exits.
Log file open, 07/25/16 00:16:10
LogPlatformFile: Not using cached read wrapper
LogInit:Display: RandInit(-1752685619) SRandInit(-1752685618).
LogTaskGraph: Started task graph with 3 named threads and 6 total threads with 1 sets of task threads.
LogInit: Version: 4.12.5-3039270+++UE4+Release-4.12
LogInit: API Version: 2992821
LogInit: Net Version: 3039270
LogInit: Compiled (64-bit): Jul 6 2016 09:20:55
LogInit: Compiled with Visual C++: 19.00.23026.00
LogInit: Build Configuration: Shipping
LogInit: Branch Name: ++UE4+Release-4.12
LogInit: Command line: "..\..\..\Engine\Binaries/Win64/CrashReportClient.exe" -AppName=UE4-CastleFight -CrashGUID=UE4CC-Windows-615F1AD14D59CCE0116CE2BA8FBFAF41_0000 -DebugSymbols=..\..\..\Engine\Intermediate\Symbols
LogInit: Base directory: D:/Epic Games/4.12/Engine/Binaries/Win64/
LogInit: Installed Engine Build: 1
LogInit: Presizing for max 100000 objects, including 0 objects not considered by GC, pre-allocating 0 bytes for permanent pool.
LogInit: Object subsystem initialized
[2016.07.25-03.16.10:144][ 0]LogInit: Computer: STORMCROW
[2016.07.25-03.16.10:144][ 0]LogInit: User: Franco
[2016.07.25-03.16.10:144][ 0]LogInit: CPU Page size=65536, Cores=4
[2016.07.25-03.16.10:144][ 0]LogInit: High frequency timer resolution =3.914067 MHz
[2016.07.25-03.16.10:144][ 0]LogMemory: Memory total: Physical=15.9GB (16GB approx)
[2016.07.25-03.16.10:144][ 0]LogMemory: Platform Memory Stats for Windows
[2016.07.25-03.16.10:144][ 0]LogMemory: Process Physical Memory: 24.04 MB used, 24.04 MB peak
[2016.07.25-03.16.10:144][ 0]LogMemory: Process Virtual Memory: 50.56 MB used, 50.56 MB peak
[2016.07.25-03.16.10:144][ 0]LogMemory: Physical Memory: 3481.90 MB used, 16304.66 MB total
[2016.07.25-03.16.10:144][ 0]LogMemory: Virtual Memory: 203.74 MB used, 134217728.00 MB total
[2016.07.25-03.16.10:147][ 0]LogTextLocalizationManager: No specific translations for ('es-AR') exist, so ('es') translations will be used.
[2016.07.25-03.16.10:153][ 0]LogPackageLocalizationCache: Processed 2 localized package path(s) for 2 prioritized culture(s) in 0.000090 seconds
[2016.07.25-03.16.10:153][ 0]CrashReportClientLog: CrashReportReceiverIP: http://crashreporter.epicgames.com:57005
[2016.07.25-03.16.10:153][ 0]CrashReportClientLog: DataRouterUrl: https://datarouter-public-service-prod06.ol.epicgames.com/datarouter/api/v1/public/data
[2016.07.25-03.16.10:154][ 0]LogCrashDebugHelper: DepotName: //UE4/Release-4.12
[2016.07.25-03.16.10:154][ 0]LogCrashDebugHelper: BuiltFromCL: 3039270
[2016.07.25-03.16.10:154][ 0]LogCrashDebugHelper: EngineVersion: 4.12.5-3039270+++UE4+Release-4.12
[2016.07.25-03.16.10:154][ 0]LogCrashDebugHelper:Warning: CrashDebugHelperConfig invalid
[2016.07.25-03.16.10:154][ 0]LogCrashDebugHelper:Warning: PDB Cache disabled
[2016.07.25-03.16.10:154][ 0]LogExit: Preparing to exit.
[2016.07.25-03.16.10:154][ 0]LogObj: Freed 0b from 0 cluster array pools.
[2016.07.25-03.16.10:154][ 0]LogExit: Object subsystem successfully closed.
[2016.07.25-03.16.10:154][ 0]LogModuleManager: Shutting down and abandoning module CrashDebugHelper (2)
[2016.07.25-03.16.10:154][ 0]LogModuleManager: Shutting down and abandoning module CoreUObject (1)
[2016.07.25-03.16.10:154][ 0]LogExit: Exiting.
[2016.07.25-03.16.10:154][ 0]Log file closed, 07/25/16 00:16:10
My friend was using this build and working in the same project on windows 8.1 and his crash report client worked fine. Today he installed windows 10 and still works for him.
It’s super frustrating. IT MUST BE A BUG, please help me with this.
Hi Sean, thank you for your answer!
I tried this yesterday and I’m trying again right now and when I crash the engine there is no entry added to the event viewer. I see some entries but no one coincides with the editor crashes. Here’s the event registry saved following the wiki instructions, if you want to take a look.
In case it’s useful I’m on intel z170 platform (i7 6700k, asus maximus viii ranger), as I have a friend running windows 10 on h97 and his crash report client is working just fine. Actually right now the only difference between his setup and mine is the chipset. As we both have nvidia 900 series graphics cards and i7 processors, and both systems are fresh installs of windows 10 pro with just the necessary dependencies to run the engine.
Did you use debug crash to crash your editor before you provided the event viewer logs? This will unfortunately not work as it only captures if the app crashed in a manner that caused it to crash for Windows.
Try downloading a source build from github. Once you have this, build the CrashReporterClient project in Visual Studio and let me know if you get a crash reporter window after performing a debug crash in that version.
Hi Sean, I tried exactly that last night just for curiosity. I still don’t get the CrashReportClient. I even uninstalled the launcher previously so there’s no conflict with the version selection, etc. I compiled the CrashReportClient and it’s executed but never shown, and again the log it appears to be exiting cleanly but without reason.
Thank you Sean. There’s no need to apologize. I understand that this is an exceptional case and it’s difficult to find what’s causing the problem. As far as I know we are just 2 people having this issue. Make me know if you need anything to proceed.
OMG this worked! One of the things I always do when installing windows 10 is disabling everything related to privacy. This was one of those things I disabled!! I didn’t know about this side effect.
Thank you very much for the research!!