CrashReportClient.exe crashes immediately

I noticed after having a few crashes in 4.12 that the crash reporter failed to show up. I did some digging and found out that it’s crashing on startup. I’m using a vanilla GitHub build. No modifications of my own in the engine. Here’s the log file.

Log file open, 06/07/16 19:38:12
LogPlatformFile: Not using cached  wrapper
LogInit:Display: RandInit(1228955028) SRandInit(1228955031).
LogTaskGraph: Started task graph with 3 named threads and 4 total threads with 1 sets of task threads.
LogInit: Version: 4.12.1-0+UE4
LogInit: API Version: 0
LogInit: Net Version: 0
LogInit: Compiled (64-bit): Jun  7 2016 19:00:50
LogInit: Compiled with Visual C++: 19.00.23506.00
LogInit: Build Configuration: Shipping
LogInit: Branch Name: UE4
LogInit: Command line: "..\..\..\Engine\Binaries/Win64/CrashReportClient.exe"  -AppName=UE4-AdNoctvm -CrashGUID=UE4CC-Windows-D173F46F4EA8CB514206F09B5BE69AE6_0000 -DebugSymbols=..\..\..\Engine\Intermediate\Symbols
LogInit: Base directory: D:/UE4/release/Engine/Binaries/Win64/
LogInit: Installed Engine Build: 1
LogInit: Presizing for max 100000 objects, including 0 objects not considered by GC, pre-allocating 0 bytes for permanent pool.
LogInit: Object subsystem initialized
[2016.06.08-00.38.15:514][  0]LogInit: Computer: DESKTOP-FOP9HMM
[2016.06.08-00.38.15:514][  0]LogInit: User: Vibgyor
[2016.06.08-00.38.15:514][  0]LogInit: CPU Page size=65536, Cores=2
[2016.06.08-00.38.15:548][  0]LogInit: High frequency timer resolution =2.929642 MHz
[2016.06.08-00.38.15:549][  0]LogMemory: Memory total: Physical=6.0GB (6GB approx)
[2016.06.08-00.38.15:549][  0]LogMemory: Platform Memory Stats for Windows
[2016.06.08-00.38.15:549][  0]LogMemory: Process Physical Memory: 23.32 MB used, 23.32 MB peak
[2016.06.08-00.38.15:549][  0]LogMemory: Process Virtual Memory: 50.33 MB used, 50.33 MB peak
[2016.06.08-00.38.15:549][  0]LogMemory: Physical Memory: 5245.38 MB used, 6143.14 MB total
[2016.06.08-00.38.15:549][  0]LogMemory: Virtual Memory: 201.56 MB used, 134217728.00 MB total
[2016.06.08-00.38.15:776][  0]LogTextLocalizationManager: No specific translations for ('en-US') exist, so ('en') translations will be used.
[2016.06.08-00.38.15:966][  0]LogPackageLocalizationCache: Processed 2 localized package path(s) for 2 prioritized culture(s) in 0.001148 seconds
[2016.06.08-00.38.15:987][  0]CrashReportClientLog: CrashReportReceiverIP: http://crashreporter.epicgames.com:57005
[2016.06.08-00.38.15:987][  0]CrashReportClientLog: DataRouterUrl: https://datarouter-public-service-prod06.ol.epicgames.com/datarouter/api/v1/public/data
[2016.06.08-00.38.16:072][  0]LogCrashDebugHelper: DepotName: UE4
[2016.06.08-00.38.16:155][  0]LogCrashDebugHelper: BuiltFromCL: 0
[2016.06.08-00.38.16:155][  0]LogCrashDebugHelper: EngineVersion: 4.12.1-0+UE4
[2016.06.08-00.38.16:156][  0]LogCrashDebugHelper:Warning: CrashDebugHelperConfig invalid
[2016.06.08-00.38.16:156][  0]LogCrashDebugHelper:Warning: PDB Cache disabled
[2016.06.08-00.38.16:168][  0]LogWindows: Windows GetLastError: The operation completed successfully. (0)
[2016.06.08-00.38.16:168][  0]LogWindows:Error: === Critical error: ===
Assertion failed: false [File:D:\UE4\release\Engine\Source\Runtime\Core\Public\Templates\Function.h] [Line: 316] 
Attempting to call a null TFunction!




[2016.06.08-00.38.16:170][  0]LogExit: Executing StaticShutdownAfterError
[2016.06.08-00.38.16:170][  0]LogWindows: FPlatformMisc::RequestExit(1)
[2016.06.08-00.38.16:170][  0]Log file closed, 06/07/16 19:38:16

Hey vibgyorc6-

Can you verify that CrashReportClient was built when you built the engine? This should be possible by simply opening the UE4.sln and selecting CrashReportClient and then build it manually.

Additionally, are you running the project through Visual Studio’s debug mode? If so then it is expected that the crash report window does not appear since it instead closes the running editor session and kicks you back into VS.

Yes, I did build CrashReportClient. I’m not running it in debug mode. I’m running the editor outside of VS.

Have you fix your problem? I tryed to build on OpenSuse,and have the same error(((

No, sorry. I haven’t a clue how to fix it.

Hey vibgyorc6-

It appears that this problem only affects source built engines. I have reproduced the issue and have entered a bug report, UE-31938 , for further investigation.

Cheers

Thank you. I have the same error and I’m building on Arch Linux. Any clue as what version of Unreal works for now? I’m using release (4.12.2) at the moment.

Hey nbau21-

The Crash report client appears as expected in the 4.11.2 engine version. I’m not familiar with how the crash report client behaves on Linux however you can try using the 4.11 branch from GitHub if you are having problems with it in 4.12.

Could someone try building debug CrashReportClient, renaming the exe to CrashReportClient.exe and repro the problem? The CRC log might be more revealing that way.

You have the same error in the logs on Linux (“Attempting to call a null TFunction!”)?

I’ve got a fix for this. We’ll try and get it in hotfix 4.12.4.

Ran into this problem too when building from source on Linux Mint…
Is there a way to get notified when & where the fix is available?

Hi Thaki

It’s in the 4.12.4 hotfix, scheduled for release on Tues 28th June (tomorrow).