# Crash in 4.16 packaged game 'No outstanding IO, no nodes in the queue...'

**URL:** <https://forums.unrealengine.com/t/crash-in-4-16-packaged-game-no-outstanding-io-no-nodes-in-the-queue/398521>\
**Category:** Mobile\
**Tags:** crashes, gameplay-tags, UE4-16, unreal-engine, crash, Packaging, question\
**Created:** [June 9, 2017, 8:02am UTC](https://forums.unrealengine.com/t/crash-in-4-16-packaged-game-no-outstanding-io-no-nodes-in-the-queue/398521 "2017-06-09T08:02:50Z")\
**Posts on this page:** 1\
**Showing post:** 11

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**Author:** ![nande](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/nande/32/1057698_2.png) [@nande](https://forums.unrealengine.com/u/nande)\
**Post date:** [January 19, 2023, 12:47am UTC](https://forums.unrealengine.com/t/crash-in-4-16-packaged-game-no-outstanding-io-no-nodes-in-the-queue/398521/11 "2023-01-19T00:47:22Z")

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i got this issue with a circular dependency on blueprints on ue5. and solved by referencing the base class of one of them (it was a simple cast check).  
this is still an issue and i was able to avoid it, but seems like it can become a big issue in the future.

> [@'No outstanding IO, no nodes in the queue...' Packaged Game Crash -](https://forums.unrealengine.com/t/no-outstanding-io-no-nodes-in-the-queue-packaged-game-crash/444637/5):
>
> I got this problem with some blueprints that were referencing another class, and apparently they had some circular reference. i fixed it by referencing the base class (which was on cpp) on one of the bps. not the best solution… this is a similar thread [Crash in 4.16 packaged game 'No outstanding IO, no nodes in the queue...' - #10 by itsAcren](https://forums.unrealengine.com/t/crash-in-4-16-packaged-game-no-outstanding-io-no-nodes-in-the-queue/398521/10)

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