Can't start the editor after building in visual studio

I build the UE4 editor in visual studio and then start the UE4Editor(64bit),and the the program shutdown when it compile defaultdeferreddecalmaterial.
And this is my work surrounding:win7 64bit/intel i7 3612qm /8G/hd7730M

Log file open, 03/22/14 11:49:04
LogInit:Display: Running engine without a game
LogInit: Version: 4.0.1-0+UE4
LogInit: Compiled (64-bit): Mar 22 2014 05:19:06
LogInit: Build Configuration: Development
LogInit: Branch Name: UE4
LogInit: Command line:
LogInit: Base directory: D:/UnrealEngine4/Engine/Binaries/Win64/
[2014.03.22-23.49.04:254][ 0]LogTaskGraph: Started task graph with 3 named threads and 4 total threads.
[2014.03.22-23.49.04:285][ 0]LogOnline:Warning: No default platform service specified for OnlineSubsystem
[2014.03.22-23.49.04:296][ 0]LogInit: Presizing for 0 objects not considered by GC, pre-allocating 0 bytes.
[2014.03.22-23.49.04:304][ 0]LogInit: Object subsystem initialized
[2014.03.22-23.49.04:305][ 0]LogInit: Selected Device Profile: [Windows]
[2014.03.22-23.49.04:305][ 0]LogInit: Applying CVar settings loaded from the selected device profile: [Windows]
[2014.03.22-23.49.04:310][ 0]LogInit: Computer: WUBUGUI-PC
[2014.03.22-23.49.04:310][ 0]LogInit: User: wubugui
[2014.03.22-23.49.04:314][ 0]LogInit: CPU Page size=4096, Cores=4
[2014.03.22-23.49.04:314][ 0]LogInit: High frequency timer resolution =2.046191 MHz
[2014.03.22-23.49.04:314][ 0]LogInit: Memory total: Physical=7.9GB (8GB approx) Pagefile=8184.1GB Virtual=8192.0GB
[2014.03.22-23.49.04:371][ 0]LogD3D11RHI: Found D3D11 adapter 0: Intel(R) HD Graphics 4000 (Feature Level 11_0)
[2014.03.22-23.49.04:371][ 0]LogD3D11RHI: Adapter has 2094MB of dedicated video memory, 0MB of dedicated system memory, and 3777MB of shared system memory
[2014.03.22-23.49.04:399][ 0]LogRHI: Texture pool is 1361 MB (70% of 1945 MB)
[2014.03.22-23.49.04:419][ 0]LogD3D11RHI: Async texture creation enabled
[2014.03.22-23.49.04:482][ 0]LogContentStreaming: Texture pool size is 0.000000MB
[2014.03.22-23.49.04:511][ 0]LogInit: WinSock: version 1.1 (2.2), MaxSocks=32767, MaxUdp=65467
[2014.03.22-23.49.05:065][ 0]LogTargetPlatformManager:Display: Building Assets For Windows
[2014.03.22-23.49.05:160][ 0]LogTargetPlatformManager:Display: Building Assets For Windows
[2014.03.22-23.49.05:195][ 0]LogDerivedDataCache:Display: Max Cache Size: 512 MB
[2014.03.22-23.49.05:195][ 0]LogDerivedDataCache:Warning: Could not find memory cache …/…/…/Engine/DerivedDataCache/Boot.ddc.
[2014.03.22-23.49.05:195][ 0]LogDerivedDataCache:Warning: Could not load Boot cache: …/…/…/Engine/DerivedDataCache/Boot.ddc
[2014.03.22-23.49.05:195][ 0]LogDerivedDataCache: FDerivedDataBackendGraph: Pak pak cache file …/…/…/Engine/DerivedDataCache/DDC.ddp not found, will not use a pak cache.
[2014.03.22-23.49.05:195][ 0]LogDerivedDataCache: Unable to find inner node Pak for hierarchical cache Hierarchy.
[2014.03.22-23.49.05:195][ 0]LogDerivedDataCache: FDerivedDataBackendGraph: EnginePak pak cache file …/…/…/Engine/DerivedDataCache/DDC.ddp not found, will not use a pak cache.
[2014.03.22-23.49.05:195][ 0]LogDerivedDataCache: Unable to find inner node EnginePak for hierarchical cache Hierarchy.
[2014.03.22-23.49.05:206][ 0]LogDerivedDataCache: Using Local data cache path …/…/…/Engine/DerivedDataCache: Writable
[2014.03.22-23.49.09:709][ 0]LogDerivedDataCache:Warning: Fail to write to //epicgames.net/root/UE4DDC, derived data cache to this directory will be read only.
[2014.03.22-23.49.09:709][ 0]LogDerivedDataCache:Warning: Shared data cache path was not usable, will not use it.
[2014.03.22-23.49.09:709][ 0]LogDerivedDataCache: Unable to find inner node Shared for hierarchical cache Hierarchy.
[2014.03.22-23.49.10:077][ 0]LogMeshUtilities: No automatic mesh reduction module available
[2014.03.22-23.49.10:077][ 0]LogMeshUtilities: No automatic mesh merging module available
[2014.03.22-23.49.10:161][ 0]LogMaterial: Missing cached shader map for material DefaultDeferredDecalMaterial, compiling.
[2014.03.22-23.49.36:119][ 0]LogShaderCompilers:Warning: warning: Unknown encoding: zh_CN

[2014.03.22-23.49.36:119][ 0]LogWindows:Error: appError called: Failed to compile default material /Engine/EngineMaterials/DefaultDeferredDecalMaterial.DefaultDeferredDecalMaterial!
[2014.03.22-23.49.36:119][ 0]LogWindows:Error: Windows GetLastError: 蚛煂 (0)
[2014.03.22-23.49.37:878][ 0]LogWindows: === Critical error: ===

[2014.03.22-23.49.37:878][ 0]LogWindows: Failed to compile default material /Engine/EngineMaterials/DefaultDeferredDecalMaterial.DefaultDeferredDecalMaterial!

FWindowsPlatformStackWalk::StackWalkAndDump() 0xd665afe6 + 0 bytes [File=d:\unrealengine4\engine\source\runtime\core\private\windows\windowsplatformstackwalk.cpp:177] [in D:\UnrealEngine4\Engine\Binaries\Win64\UE4Editor-Core.dll]
FOutputDeviceWindowsError::Serialize() 0xd6644c2c + 0 bytes [File=d:\unrealengine4\engine\source\runtime\core\private\windows\windowsplatformoutputdevices.cpp:108] [in D:\UnrealEngine4\Engine\Binaries\Win64\UE4Editor-Core.dll]
FMsg::Logf__VA() 0xd650fa91 + 0 bytes [File=d:\unrealengine4\engine\source\runtime\core\private\misc\outputdevice.cpp:505] [in D:\UnrealEngine4\Engine\Binaries\Win64\UE4Editor-Core.dll]
FShaderCompilingManager::ProcessCompiledShaderMaps() 0xd52232de + 110 bytes [File=d:\unrealengine4\engine\source\runtime\engine\private\shadercompiler\shadercompiler.cpp:1375] [in D:\UnrealEngine4\Engine\Binaries\Win64\UE4Editor-Engine.dll]
FShaderCompilingManager::FinishCompilation() 0xd5215ae4 + 0 bytes [File=d:\unrealengine4\engine\source\runtime\engine\private\shadercompiler\shadercompiler.cpp:1724] [in D:\UnrealEngine4\Engine\Binaries\Win64\UE4Editor-Engine.dll]
FMaterialShaderMap::Compile() 0xd50b2e36 + 42 bytes [File=d:\unrealengine4\engine\source\runtime\engine\private\materials\materialshader.cpp:1221] [in D:\UnrealEngine4\Engine\Binaries\Win64\UE4Editor-Engine.dll]
FMaterial::BeginCompileShaderMap() 0xd50b0109 + 0 bytes [File=d:\unrealengine4\engine\source\runtime\engine\private\materials\materialshared.cpp:1277] [in D:\UnrealEngine4\Engine\Binaries\Win64\UE4Editor-Engine.dll]
FMaterial::CacheShaders() 0xd50b075f + 22 bytes [File=d:\unrealengine4\engine\source\runtime\engine\private\materials\materialshared.cpp:1203] [in D:\UnrealEngine4\Engine\Binaries\Win64\UE4Editor-Engine.dll]
FMaterial::CacheShaders() 0xd50b0a76 + 20 bytes [File=d:\unrealengine4\engine\source\runtime\engine\private\materials\materialshared.cpp:1121] [in D:\UnrealEngine4\Engine\Binaries\Win64\UE4Editor-Engine.dll]
UMaterial::CacheShadersForResources() 0xd4ff7d52 + 0 bytes [File=d:\unrealengine4\engine\source\runtime\engine\private\materials\material.cpp:1384] [in D:\UnrealEngine4\Engine\Binaries\Win64\UE4Editor-Engine.dll]
UMaterial::CacheResourceShadersForRendering() 0xd4ff7c11 + 0 bytes [File=d:\unrealengine4\engine\source\runtime\engine\private\materials\material.cpp:1314] [in D:\UnrealEngine4\Engine\Binaries\Win64\UE4Editor-Engine.dll]
UMaterial::PostLoad() 0xd502363b + 10 bytes [File=d:\unrealengine4\engine\source\runtime\engine\private\materials\material.cpp:1920] [in D:\UnrealEngine4\Engine\Binaries\Win64\UE4Editor-Engine.dll]
UObject::ConditionalPostLoad() 0xdc39a6a3 + 0 bytes [File=d:\unrealengine4\engine\source\runtime\coreuobject\private\uobject\obj.cpp:587] [in D:\UnrealEngine4\Engine\Binaries\Win64\UE4Editor-CoreUObject.dll]
UMaterialInterface::PostLoadDefaultMaterials() 0xd5023942 + 9 bytes [File=d:\unrealengine4\engine\source\runtime\engine\private\materials\material.cpp:326] [in D:\UnrealEngine4\Engine\Binaries\Win64\UE4Editor-Engine.dll]
UMaterial::PostLoad() 0xd5022e01 + 0 bytes [File=d:\unrealengine4\engine\source\runtime\engine\private\materials\material.cpp:1778] [in D:\UnrealEngine4\Engine\Binaries\Win64\UE4Editor-Engine.dll]
UObject::ConditionalPostLoad() 0xdc39a6a3 + 0 bytes [File=d:\unrealengine4\engine\source\runtime\coreuobject\private\uobject\obj.cpp:587] [in D:\UnrealEngine4\Engine\Binaries\Win64\UE4Editor-CoreUObject.dll]
EndLoad() 0xdc410f1b + 0 bytes [File=d:\unrealengine4\engine\source\runtime\coreuobject\private\uobject\uobjectglobals.cpp:1098] [in D:\UnrealEngine4\Engine\Binaries\Win64\UE4Editor-CoreUObject.dll]
LoadPackage() 0xdc4196e7 + 61 bytes [File=d:\unrealengine4\engine\source\runtime\coreuobject\private\uobject\uobjectglobals.cpp:814] [in D:\UnrealEngine4\Engine\Binaries\Win64\UE4Editor-CoreUObject.dll]
StaticLoadObject() 0xdc424119 + 49 bytes [File=d:\unrealengine4\engine\source\runtime\coreuobject\private\uobject\uobjectglobals.cpp:671] [in D:\UnrealEngine4\Engine\Binaries\Win64\UE4Editor-CoreUObject.dll]
ConstructorHelpersInternal::FindOrLoadObject() 0xdaba63ce + 63 bytes [File=d:\unrealengine4\engine\source\runtime\coreuobject\public\uobject\constructorhelpers.h:31] [in D:\UnrealEngine4\Engine\Binaries\Win64\UE4Editor-UnrealEd.dll]
ConstructorHelpers::FObjectFinder::FObjectFinder() 0xdaba8a40 + 10 bytes [File=d:\unrealengine4\engine\source\runtime\coreuobject\public\uobject\constructorhelpers.h:70] [in D:\UnrealEngine4\Engine\Binaries\Win64\UE4Editor-UnrealEd.dll]
UThumbnailManager::UThumbnailManager() 0xdafac6c8 + 118 bytes [File=d:\unrealengine4\engine\source\editor\unrealed\private\thumbnailmanager.cpp:44] [in D:\UnrealEngine4\Engine\Binaries\Win64\UE4Editor-UnrealEd.dll]
UClass::CreateDefaultObject() 0xdc2e22a2 + 42 bytes [File=d:\unrealengine4\engine\source\runtime\coreuobject\private\uobject\class.cpp:2317] [in D:\UnrealEngine4\Engine\Binaries\Win64\UE4Editor-CoreUObject.dll]
UObjectLoadAllCompiledInDefaultProperties() 0xdc42575c + 15 bytes [File=d:\unrealengine4\engine\source\runtime\coreuobject\private\uobject\uobjectbase.cpp:502] [in D:\UnrealEngine4\Engine\Binaries\Win64\UE4Editor-CoreUObject.dll]
ProcessNewlyLoadedUObjects() 0xdc41a932 + 0 bytes [File=d:\unrealengine4\engine\source\runtime\coreuobject\private\uobject\uobjectbase.cpp:572] [in D:\UnrealEngine4\Engine\Binaries\Win64\UE4Editor-CoreUObject.dll]
FEngineLoop::PreInit() 0x3fbb2814 + 0 bytes [File=d:\unrealengine4\engine\source\runtime\launch\private\launchengineloop.cpp:1057] [in D:\UnrealEngine4\Engine\Binaries\Win64\UE4Editor.exe]
GuardedMain() 0x3fbacd6c + 15 bytes [File=d:\unrealengine4\engine\source\runtime\launch\private\launch.cpp:111] [in D:\UnrealEngine4\Engine\Binaries\Win64\UE4Editor.exe]
GuardedMainWrapper() 0x3fbaceca + 5 bytes [File=d:\unrealengine4\engine\source\runtime\launch\private\windows\launchwindows.cpp:120] [in D:\UnrealEngine4\Engine\Binaries\Win64\UE4Editor.exe]
WinMain() 0x3fbb8ae9 + 17 bytes [File=d:\unrealengine4\engine\source\runtime\launch\private\windows\launchwindows.cpp:196] [in D:\UnrealEngine4\Engine\Binaries\Win64\UE4Editor.exe]
__tmainCRTStartup() 0x3fbb98d9 + 21 bytes [File=f:\dd\vctools\crt\crtw32\dllstuff\crtexe.c:618] [in D:\UnrealEngine4\Engine\Binaries\Win64\UE4Editor.exe]
Address = 0x77ae652d (filename not found) [in C:\windows\system32\kernel32.dll]
Address = 0x77c1c521 (filename not found) [in C:\windows\SYSTEM32\ntdll.dll]
Address = 0x77c1c521 (filename not found) [in C:\windows\SYSTEM32\ntdll.dll]

[2014.03.22-23.49.37:878][ 0]LogExit: Executing StaticShutdownAfterError
[2014.03.22-23.49.37:883][ 0]LogWindows: FPlatformMisc::RequestExit(1)
[2014.03.22-23.49.37:883][ 0]Log file closed, 03/22/14 11:49:37

Please someone answer this question I am running on the same hardware and I used to get the a similar error in udk when running directx11 with the same radeon7730m . I hope I won’t get this error when I purchase ue4.

Same error on GTX670.

EDIT: Fixed, with GeForce 335.23.

What graphics card driver version are you using? Could you post your DXDiag? Can you go into the project you attempted to launch’s [Project Name]/Saved/Logs folder and post the log where the crash occurred? Any additional information may help with our investigation.

Thank you.

@wubugui

Are you still experiencing this issue with Engine version 4.0.2?

We have not heard back from you in a few days, so we are marking this post as Resolved for tracking purposes. If you are still experiencing the issue you reported, please respond to this message with the additional information request and we will offer further assistance.

Thank you.

this seems to be related to:
https://answers.unrealengine.com/questions/19941/when-compiling-the-editor-and-running-shaders-fail.html

Look at the log:

 [2014.03.22-23.49.36:119][ 0]LogShaderCompilers:Warning: warning: Unknown encoding: zh_CN

I’m having the same problem with polish locale

Updating the drivers also fixed the issue for me. I had a newer version than 335.23, though.

Yep. Just update the drivers. Works like a breeze.