# \[4.6\] Launch Crash / Errors

**URL:** <https://forums.unrealengine.com/t/4-6-launch-crash-errors/301009>\
**Category:** Mobile\
**Tags:** deployment, launch-error, Mobile, cdo, unreal-engine, question\
**Created:** [December 8, 2014, 8:52pm UTC](https://forums.unrealengine.com/t/4-6-launch-crash-errors/301009 "2014-12-08T20:52:45Z")\
**Posts on this page:** 3\
**Page:** 1

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**Author:** ![anonymous\_user\_fc4c82b6](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_fc4c82b6](https://forums.unrealengine.com/u/anonymous_user_fc4c82b6)\
**Post date:** [December 8, 2014, 8:52pm UTC](https://forums.unrealengine.com/t/4-6-launch-crash-errors/301009/1 "2014-12-08T20:52:45Z")

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Hello!

I’ve recently upgraded to 4.6 and when deploying to Android my App crashes instantly, is there a way to see mobile logs? (I can see the file system of the phone, but where is the actual log?)  
So I tried to launch for Windows and when running that one, I get a lot of “Default Property warnings and errors” like this: (But at least it starts after I hit the ok-button of the window that shows these errors/warnings)

```
Error: CDO Constructor: Failed to find
Blueprint'/Game/Blueprints/Effects/DefaultExplosionBP.DefaultExplosion.BP'

```

etc…  
I know that means that my static constructors from the c++ don’t find the Blueprints, but the Editor DOES find them (at least I don’t get errors at Editor startup).  
Any ideas how to fix that? (Especially the mobile part 😉 )  
Thanks in advance 🙂  
Regards

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**Author:** ![anonymous\_user\_fc4c82b6](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_fc4c82b6](https://forums.unrealengine.com/u/anonymous_user_fc4c82b6)\
**Post date:** [December 8, 2014, 9:13pm UTC](https://forums.unrealengine.com/t/4-6-launch-crash-errors/301009/2 "2014-12-08T21:13:18Z")

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Small update:

Somehow (?) it doesn’t crash anymore on my phone, yet there are problems that (I guess) are related to the Default Blueprint Finder stuff stated above, appreciate any ideas 🙂

Furthermore, the CDO Errors only happen for Blueprints, when using the same Code for Sprites f.e. it works like a charm …

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**Author:** ![anonymous\_user\_fc4c82b6](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_fc4c82b6](https://forums.unrealengine.com/u/anonymous_user_fc4c82b6)\
**Post date:** [December 8, 2014, 9:48pm UTC](https://forums.unrealengine.com/t/4-6-launch-crash-errors/301009/3 "2014-12-08T21:48:13Z")

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This [helpful post](https://answers.unrealengine.com/questions/84880/cdo-constructor-failed-to-find-blueprint-ue-44.html) answered my question 🙂
