Hi!
I’ve a project in UE4.25 which works fine while playing in UE, but after packaging the game crashes at some point. The error-dialog appears, but the game itself is still playable. After a while the game closes.
The log contains this:
20.12.22-19.06.35:689][785]LogThreadingWindows: Error: Runnable thread PoolThread 1 crashed.
[2020.12.22-19.06.35:689][785]LogWindows: Error: === Critical error: ===
[2020.12.22-19.06.35:689][785]LogWindows: Error:
[2020.12.22-19.06.35:689][785]LogWindows: Error: Assertion failed: Offset >= 0 && BytesToRead > 0 [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/Core/Private/GenericPlatform/GenericPlatformFile.cpp] [Line: 144]
[2020.12.22-19.06.35:689][785]LogWindows: Error:
[2020.12.22-19.06.35:689][785]LogWindows: Error:
[2020.12.22-19.06.35:689][785]LogWindows: Error:
[2020.12.22-19.06.35:689][785]LogWindows: Error: [Callstack] 0x00007ffc89983e49 UnknownFunction []
[2020.12.22-19.06.35:689][785]LogWindows: Error:
[2020.12.22-19.06.35:689][785]LogWindows: Error: Crash in runnable thread PoolThread 1
[2020.12.22-19.06.35:751][792]LogExit: Executing StaticShutdownAfterError
[2020.12.22-19.06.35:751][792]LogWindows: FPlatformMisc::RequestExit(1)
[2020.12.22-19.06.35:752][792]LogCore: Engine exit requested (reason: Win RequestExit)
[2020.12.22-19.06.35:791][793]Log file closed, 12/22/20 20:06:35
I’m working with the default UE4.25 version and Blueprint-only. So I don’t really know why the GenericPlatformFile.cpp [Line: 144] is mentioned.
Before that log-entry there is this line:
20.12.22-19.06.34:311][633]LogSerialization: Error: (../../../GBII_UE4/Content/Assets/Sofas/Flexform_Ettore/UE_dcmap_Flexform_Ettore_refl.ubulk) has invalid bulk data size.
[2020.12.22-19.06.34:311][633]LogWindows: Windows GetLastError: Der Vorgang wurde erfolgreich beendet. (0)
Could this be the problem while playing the packaged build? That asset never was a problem before.
Am I missing something?
Thanks for help in advance <3