4.13.1 Packaged game crashes everytime once. But works when relaunched

Hello, I’ve been able to package the game. But during first launch it crashes at the same point every time but when I relaunch again it doesn’t. Not quite sure how to read the debug lines. I’m packaging for windows (64bit)
Thank you.

---- debug ----
Access violation - code c0000005 (first/second not available)

APEXFrameworkPROFILE_x64!physx::general_renderdebug4::PostRenderDebug::processRenderDebug() [d:\ori.cohen_g6217_framework\engine\source\thirdparty\physx\apex-1.3\shared\general\renderdebug\src\internalrenderdebug.cpp:131]
APEXFrameworkPROFILE_x64!physx::general_renderdebug4::InternalRenderDebug::render() [d:\ori.cohen_g6217_framework\engine\source\thirdparty\physx\apex-1.3\shared\general\renderdebug\src\internalrenderdebug.cpp:598]
APEXFrameworkPROFILE_x64!physx::apex::ApexScene::updateRenderResources() [d:\ori.cohen_g6217_framework\engine\source\thirdparty\physx\apex-1.3\framework\src\apexscene.cpp:2048]
FG413!FPhysScene::AddDebugLines()
FG413!FPhysScene::EndFrame()
FG413!?ExecuteIfSafe@?$TBaseUObjectMethodDelegateInstance@$0A@VUWorld@@$$A6AXXZ$$V@@UEBA_NXZ()
FG413!TGraphTask::ExecuteTask()
FG413!FNamedTaskThread::ProcessTasksNamedThread()
FG413!FNamedTaskThread::ProcessTasksUntilQuit()
FG413!FTaskGraphImplementation::WaitUntilTasksComplete()
FG413!FTickTaskSequencer::ReleaseTickGroup()
FG413!FTickTaskManager::RunTickGroup()
FG413!UWorld::RunTickGroup()
FG413!UWorld::Tick()
FG413!UGameEngine::Tick()
FG413!FEngineLoop::Tick()
FG413!GuardedMain()
FG413!GuardedMainWrapper()
FG413!WinMain()
FG413!__scrt_common_main_seh() [f:\dd\vctools\crt\vcstartup\src\startup\exe_common.inl:253]
kernel32
ntdll

MingHsiung,

Are you experiencing this crash in newly created packages which are packaged for Windows 64-bit? Or is this only happening in a specific project?

Please provide additional information, thank you!

Hi ,
Thanks for helping out. Packaging did not crash on a clean/new project. I suspected it had something to do with UMG, but after many packaged builds and cleaned up assets, the problem went away! It started working last night but since I did a lot of optimization, I can’t pin point the exact reason. Let’s hope it stays this way. Thanks!

MingHsiung,

Thanks for the update. Please let us know if you run into another issue while packaging.