I have this project that I’m using for stuff I would like to submit to the marketplace. Unfortunately UE is crashing when I’m trying to open the project with 4.7.3. I’m sure it worked with older 4.7 (though I’m not 100% sure about 4.7.1 or 4.7.2).
Only not so typical thing I can think of that I have done, was when I was opening the project a few days ago (which was probably in 4.7.2) and dialogue popped up, it was either auto-import or auto-reimport of assets which had to be animations and I canceled the dialogue, then closed the project. Few days later, 4.7.3 is crashing with the following errors:
MachineId:FE3B07F14D311A81D2FA3FB687A5D64A
EpicAccountId:3910196fd54f4bcea1f56293f2801c7c
Unknown exception - code 00000001 (first/second chance not available)
Fatal error: [File:D:\BuildFarm\buildmachine_++depot+UE4-Releases+4.7\Engine\Source\Runtime\CoreUObject\Private\UObject\UObjectGlobals.cpp] [Line: 1737]
Objects have the same fully qualified name but different paths.
New Object: ScriptBlueprin
KERNELBASE + 35740 bytes
UE4Editor_Core!FOutputDeviceWindowsError::Serialize() + 292 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\core\private\windows\windowsplatformoutputdevices.cpp:95]
UE4Editor_Core!FMsg::Logf__VA() + 463 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\core\private\misc\outputdevice.cpp:526]
UE4Editor_CoreUObject!StaticAllocateObject() + 1087 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\coreuobject\private\uobject\uobjectglobals.cpp:1737]
UE4Editor_CoreUObject!StaticConstructObject() + 785 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\coreuobject\private\uobject\uobjectglobals.cpp:2231]
UE4Editor_UnrealEd!FKismetEditorUtilities::CreateBlueprint() + 403 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\editor\unrealed\private\kismet2\kismet2.cpp:378]
UE4Editor_ScriptEditorPlugin!UScriptFactory::FactoryCreateText() + 234 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\plugins\scriptplugin\source\scripteditorplugin\private\scriptfactory.cpp:56]
UE4Editor_UnrealEd!UFactory::StaticImportObject() + 2984 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\editor\unrealed\private\factories\factory.cpp:264]
UE4Editor_UnrealEd!FContentDirectoryMonitor::ProcessAdditions() + 2385 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\editor\unrealed\private\autoreimport\contentdirectorymonitor.cpp:196]
UE4Editor_UnrealEd!FAutoReimportManager::ProcessAdditions() + 2119 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\editor\unrealed\private\autoreimport\autoreimportmanager.cpp:340]
UE4Editor_UnrealEd!<lambda_c542ceabed5ee4aad9b1f88dbcfddeba>::operator()() + 25 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\editor\unrealed\private\autoreimport\autoreimportmanager.cpp:221]
UE4Editor_UnrealEd!UE4Function_Private::TFunctionRefCaller<<lambda_c542ceabed5ee4aad9b1f88dbcfddeba>,TOptional<enum ECurrentState> __cdecl(FTimeLimit const & __ptr64)>::Call() + 31 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\core\public\templates\function.h:188]
UE4Editor_UnrealEd!UE4Function_Private::TFunctionRefBase<TOptional<enum ECurrentState> __cdecl(FTimeLimit const & __ptr64)>::operator()() + 46 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\core\public\templates\function.h:225]
UE4Editor_UnrealEd!FStateMachine<enum ECurrentState>::Tick() + 303 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\editor\unrealed\private\autoreimport\autoreimportmanager.cpp:51]
UE4Editor_UnrealEd!FAutoReimportManager::Tick() + 112 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\editor\unrealed\private\autoreimport\autoreimportmanager.cpp:478]
UE4Editor_UnrealEd!FTickableEditorObject::TickObjects() + 164 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\editor\unrealed\public\tickableeditorobject.h:15]
UE4Editor_UnrealEd!UEditorEngine::Tick() + 1635 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\editor\unrealed\private\editor.cpp:1110]
UE4Editor_UnrealEd!UUnrealEdEngine::Tick() + 22 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\editor\unrealed\private\unrealedengine.cpp:347]
UE4Editor!FEngineLoop::Tick() + 4179 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\launch\private\launchengineloop.cpp:2257]
UE4Editor!GuardedMain() + 1404 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\launch\private\launch.cpp:142]
UE4Editor!GuardedMainWrapper() + 26 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\launch\private\windows\launchwindows.cpp:126]
UE4Editor!WinMain() + 249 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\launch\private\windows\launchwindows.cpp:202]
UE4Editor!__tmainCRTStartup() + 329 bytes [f:\dd\vctools\crt\crtw32\dllstuff\crtexe.c:618]
No idea if the canceled dialogue through some bug could cause this or if this is some problem introduced in 4.7.3.
I would really appreciate any ideas about what I could try or should do the next.
Thanks