Crash when try to launch unreal engine from visual studio

Hi All , merry christmas !

I’am working on a game project and I mainly use Visual Studio to launch and test my game

Now I got a crash exception from this line




#if !UE_BUILD_SHIPPING
    static bool IsDebuggerPresent();
    FORCEINLINE static void DebugBreak()
    {
        if (IsDebuggerPresent())
        {
            // Prefer __debugbreak() instead of ::DebugBreak() on Windows platform, so the code pointer isn't left
            // inside the DebugBreak() Windows system library (which we usually won't have symbols for), and avoids
            // us having to "step out" to get back to Unreal code.
            __debugbreak(); //This line
        }
    }
#endif



Here is the callstack




>    [Cadre en ligne] UE4Editor-CoreUObject.dll!FWindowsPlatformMisc::DebugBreak() Ligne 56    C++    Les symboles ont été chargés.
     UE4Editor-CoreUObject.dll!FLinkerLoad::CreateExport(int Index) Ligne 3783    C++    Les symboles ont été chargés.
     UE4Editor-CoreUObject.dll!FLinkerLoad::IndexToObject(FPackageIndex Index) Ligne 4241    C++    Les symboles ont été chargés.
     UE4Editor-CoreUObject.dll!FLinkerLoad::operator<<(UObject * & Object) Ligne 4452    C++    Les symboles ont été chargés.
     UE4Editor-CoreUObject.dll!UClass::Serialize(FArchive & Ar) Ligne 3641    C++    Les symboles ont été chargés.
     UE4Editor-Engine.dll!UBlueprintGeneratedClass::Serialize(FArchive & Ar) Ligne 1460    C++    Les symboles ont été chargés.
     UE4Editor-CoreUObject.dll!FLinkerLoad::Preload(UObject * Object) Ligne 3300    C++    Les symboles ont été chargés.
     UE4Editor-CoreUObject.dll!FLinkerLoad::CreateExport(int Index) Ligne 4018    C++    Les symboles ont été chargés.
     UE4Editor-CoreUObject.dll!FLinkerLoad::IndexToObject(FPackageIndex Index) Ligne 4241    C++    Les symboles ont été chargés.




When I try to delete this project and I got an error which said that the project is still “active” (But I can’t find it anywhere) … So I reboot my PC and I still got this exception.

At the end I can’t launch my game project anymore ?

Can someone help me ?

Thanks !

The top function in the call stack (FWindowsPlatformMisc:: DebugBreak) is just the intentionally triggered break, since something else wasn’t working as expected. Looking at the rest of the call stack, I think something went wrong when loading a certain blueprint file. You will have to retrigger the crash and inspect the debug information in Visual Studio. My suspicion is that going to the



FLinkerLoad::Preload(UObject * Object)


part of the call stack and mouse-overing “Object” might tell you which blueprint asset triggers the error. Possibly, that asset got corrupted, either because you renamed something but did not save every asset that was referencing it… or simply an engine bug that corrupted your blueprint. Either way, first step is to detect which asset causes the problem. Then you have to consider whether to revert that to an older version (if you’re on source control) or delete and recreate it.

Thanks Zhi Kang Shao

Indeed I will look into it