Editor doesn't start + temp fix

ok after recent messing about i managed to cause the editor to crash on start-up, yes my fault i know.

but with this problem i can no long choose another project to start.

temp fix. browse via windows explorer to another project click the uproject file and choose start with RocketEditor

maybe also deleting the crashing project would work.

could be a problem if you only have one project

sorry didn’t notice the chinese q&a can someone fix that please

thanks for the help guys, i fixed it by using the migrate function to copy the blueprints from the shootergame to my game. which i realised after checking the log. how many times i’ve told people to check the launch.log then i forget myself :(.

but i’m sure that info will come very handy later when more people are using rocket.

Hello,

First, can you please let us know what is happening when you try to launch the editor? If you are receiving an error message, copy/paste in what it says. If it is crashing, it would be helpful to have the callstack.

As for fixing your issue, my first recommendation would be to delete your config files under Engine > Saved. These will be recreated upon startup.

If all else fails, back-up your files and do an uninstall/reinstall of Rocket. Please let us know your results.

Log file open, 05/10/13 19:42:57
LogInit:Display: Running engine for game: UT40k
LogInit: Version: 1627304
LogInit: Compiled (64-bit): Apr 29 2013 18:30:54
LogInit: Build Configuration: Development
LogInit: Command line:
LogInit: Base directory: D:/Rocket/Engine/Binaries/Win64/
[0000.39] LogInit: Computer: GEODAV-PC
[0000.39] LogInit: User: Geodav
[0000.39] LogInit: CPU Page size=4096, Processors=4
[0000.39] LogInit: High frequency timer resolution =2.728251 MHz
[0000.39] LogInit: Memory total: Physical=8.0GB (8GB approx) Pagefile=16.0GB Virtual=8192.0GB
[0000.39] LogOnline:Warning: No default platform service specified for OnlineSubsystem
[0000.39] LogGenericPlatformMisc: Language is INT
[0000.39] LogInit: Presizing for 0 objects not considered by GC, pre-allocating 0 bytes.
[0000.40] LogInit: Object subsystem initialized
[0000.40] LogTaskGraph: Started task graph with 2 named threads and 4 total threads.
[0000.45] LogD3D11Drv: Found D3D11 adapter 0: NVIDIA GeForce GTX 550 Ti (Feature Level 11_0)
[0000.45] LogD3D11Drv: Adapter has 977MB of dedicated video memory, 0MB of dedicated system memory, and 3071MB of shared system memory
[0000.46] LogD3D11Drv: Async texture creation enabled
[0004.12] LogInit: WinSock: version 1.1 (2.2), MaxSocks=32767, MaxUdp=65467
[0004.12] LogDebugServer:Warning: Failed to bind listen socket in FDebugServer::Init
[0004.28] LogTargetPlatformManager:Display: Building Assets For Windows
[0004.33] LogDerivedDataCache:Display: Max Cache Size: 256 MB
[0004.36] LogDerivedDataCache: Loaded boot cache 0.03s 26MB C:/ProgramData/Epic/Rocket/DerivedDataCache/Boot.ddc.
[0004.36] LogDerivedDataCache:Display: Loaded Boot cache: C:/ProgramData/Epic/Rocket/DerivedDataCache/Boot.ddc
[0004.36] LogDerivedDataCache: FDerivedDataBackendGraph: Pak pak cache file C:/Users/Geodav/Documents/UT40k/DerivedDataCache/DDC.ddp not found, will not use a pak cache.
[0004.36] LogDerivedDataCache: Unable to find inner node Pak for hierarchical cache Hierarchy.
[0004.36] LogDerivedDataCache:Display: Pak cache opened for reading …/…/…/Engine/DerivedDataCache/DDC.ddp.
[0004.37] LogDerivedDataCache: Using Local data cache path C:/ProgramData/Epic/Rocket/DerivedDataCache: Writable
[0004.45] LogMeshUtilities: No automatic mesh reduction module available
[0004.65] LogInit: Finished loading startup packages in 0.00 seconds
[0004.78] LogLinker:Warning: Can’t find file ‘/Game/Blueprints/Pawns/PlayerPawn’
[0004.78] LogLinker:Warning: Failed to load ‘/Game/Blueprints/Pawns/PlayerPawn’: Can’t find file ‘/Game/Blueprints/Pawns/PlayerPawn’
[0004.78] LogUObjectGlobals:Warning: Failed to find object ‘Blueprint /Game/Blueprints/Pawns/PlayerPawn.PlayerPawn’
[0004.78] Error: CDO Constructor: Failed to find Blueprint’/Game/Blueprints/Pawns/PlayerPawn.PlayerPawn’
[0008.20] LogWindows: === Critical error: ===
Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x00000038

[0008.20] LogWindows: Fatal error!

AUT40kGameInfo::AUT40kGameInfo() 0xe6574eba + 7 bytes [File=c:\users\geodav\documents\ut40k\source\ut40k\private\online\ut40kgameinfo.cpp:8] [in C:\Users\Geodav\Documents\UT40k\Binaries\Win64\RocketEditor-UT40k.dll]
Address = 0xec8e5952 (filename not found) [in D:\Rocket\Engine\Binaries\Win64\RocketEditor-CoreUObject.dll]
Address = 0xec9fa2af (filename not found) [in D:\Rocket\Engine\Binaries\Win64\RocketEditor-CoreUObject.dll]
Address = 0xec9f1262 (filename not found) [in D:\Rocket\Engine\Binaries\Win64\RocketEditor-CoreUObject.dll]
Address = 0xec93b23a (filename not found) [in D:\Rocket\Engine\Binaries\Win64\RocketEditor-CoreUObject.dll]
Address = 0xeb440364 (filename not found) [in D:\Rocket\Engine\Binaries\Win64\RocketEditor-Core.dll]
Address = 0xeb4ef0cf (filename not found) [in D:\Rocket\Engine\Binaries\Win64\RocketEditor-Core.dll]
Address = 0x3ff6f541 (filename not found) [in D:\Rocket\Engine\Binaries\Win64\RocketEditor.exe]
Address = 0x3ff70fa3 (filename not found) [in D:\Rocket\Engine\Binaries\Win64\RocketEditor.exe]
Address = 0x3ff6d01c (filename not found) [in D:\Rocket\Engine\Binaries\Win64\RocketEditor.exe]
Address = 0x3ff6d0da (filename not found) [in D:\Rocket\Engine\Binaries\Win64\RocketEditor.exe]
Address = 0x3ff75d4b (filename not found) [in D:\Rocket\Engine\Binaries\Win64\RocketEditor.exe]
Address = 0x3ff769a3 (filename not found) [in D:\Rocket\Engine\Binaries\Win64\RocketEditor.exe]
Address = 0x776df56d (filename not found) [in C:\Windows\system32\kernel32.dll]
Address = 0x77813281 (filename not found) [in C:\Windows\SYSTEM32\ntdll.dll]
Address = 0x77813281 (filename not found) [in C:\Windows\SYSTEM32\ntdll.dll]

that’s the log from this project crash
https://rocket.unrealengine.com/questions/986/need-help-with-the-shootergame-code-port.html

For that crash have you tried turning off the the compile on load for Blueprints? Let me know if this fixes it for you…well at least lets you launch the editor. :slight_smile: You will have to fix the broken blueprints though.

This can be found in \YourGame\Saved\Config\Windows\Engine.ini

Change These to False:

[Engine.Blueprint]

bRecompileOnLoad=true

[Engine.LevelScriptBlueprint]

bRecompileOnLoad=true

[Engine.VimBlueprint]

bRecompileOnLoad=true