Hello everyone, I met this problem when learning DLC development. It runs normally and log shows no error for it but after packaging a execution file. After closing the game, this critical error shows up.
Details
Codes at line 1406 in IPlatformFilePak.cpp is below:
static FPakPrecacher& Get()
{
check(PakPrecacherSingleton);
return *PakPrecacherSingleton;
}
And PakPrecacherSingleton is a static variable defiened at [Line: 1152] in IPlatformFilePak.cpp file.
More for this, PakPrecacherSingleton is initialized by init() [Line: 1344] member function.
And destroyed by Shutdown() [Line: 1353] member function. `
Comments
So the problem could be someone wants to get it after destroyed, as I can mount a package correctly, it may not be a initialize failed situation. (Just currently deduction)
This only happens when running exe file, and log shows unknown function for call stack. So I can't furtherly figure out where the error occurs and who inquires for it.
Any possible ideas should be appreciated, please help us and feel free for commenting, thans a lot.
I have the same issue.
I have been playing around with a plugin. Plugin based on simple .pak loading. At start it worked fine. Midday suddenly this error appeared. When I say suddenly … it was suddenly without any reason.
A collegue tested the same plugin on his machine… perfect,
I uninstalled Unreal engine, reinstalled all from scratch. Same error. I tried moveing the .pak on the disk … nothing works. I received a none answer from development support saying
‘Is this running a staged build with pak files enabled? Otherwise it would have to initialize the pak file system in some other way.’
I tried all kind of settings … anyone has any clue ? or even better … where does this problem come from and how to solve it ?