Engine crashes when opening project

Hey John,

Yeah, Doug and I talked and figured that was the best course for these new issues. Thanks for making a new post.

Hi , am I crazy?

I am pretty sure my project worked very fine at 4.6.1 after I fixed the one blueprint…
And since I did not really want to keep working on 4.6.1 I have not used the engine much the last days, I just waited for you to find the issue with 4.7…
But now I tried to open my 4.6.1 project and it just crashes!?

Since I have sent you my 4.6.1 project, have you ever tried to open it? I am so unbelievably sure it worked absolutely fine… I even extracted the zip I sent to you and tried opening my project from there, but it just crashes. I don’t get this. I am confused.

And the log says about nothing. No errors at all, it just wants to crash. Since this is 4.6.1 I don’t get any callstack. I submitted the callstack and typed “I am crazy, John” in the description since you said you can see a callstack then.

Log

Hey John,

I do have the fixed version of the project that I had created when we were originally finding a solution for you in 4.6.1. I am uploading and PMing you the link on the forums.

As far as the version of the project that you sent us for the conversion issues, I only attempted opening that in 4.7. Let me know if the attached project works for you and we will go from there.

The project you sent is working fine for me, but this is still with all the Civilian Variables in the CivilianManager.uasset being the type “Object” and not “Civilian”.
I myself did nothing else than you and my project worked and than I recreated all the variables since in 4.6.1 its not possible to change the type of a variable. And since I did nothing else and my 4.6.1 project is crashing, I don’t really want to do this all again since it will probably just crash again after that.
Deleting and recreating so many variables and don’t miss a single connection is really annoying :stuck_out_tongue:

Could you try to open the 4.6.1 project I sent to you? Have you received the callstack I “sent” to you?

Hey John,

I was only trying to convert the 4.6.1 project to 4.7 the last time you sent us a project. I have re-downloaded it and tried in 4.6.1 and it DOES crash…so we can confirm that you aren’t crazy. The callstack is the same as the original callstack that you were getting way back at the beginning. However, the log looks different.

I was wondering if you know what BP’s, if any, you have modified since we had it working (other than linking up variables in civilianmanager)? That way we can figure out what broke it through process of elimination.

Hi , thanks for trying this out.

I was trying to get it back running, so I recreated all of the civilian variables in the civilian manager.

Apart from this, I connected some struct nodes in the HUD_Player blueprint because they always get disconnected after each restart and cause compile errors.

And I compiled some blueprints like the BP_Functions function library because they always cause Errors until I compiled them at least once after a restart.

I cannot remember doing anything else, I did NOT reconnect the “CivilianReady” function.

Hey John,

I’ve got to go home for the evening, but I’ve added some new info to the bug. If you change the default map in defaultengine.ini to the template_default.umap like before, you can get into the editor, but like before doing almost anything causes a crash.

Unfortunately, for the time being, you may need to go back to the working version of the project and reconnect nodes one at a time until it breaks. When reconnecting batches of nodes, it’s almost impossible to tell which ones are causing the crash. This would let us know what node or function is causing all these problems. I’ll work a bit more on this in the morning and I’ll talk to a dev about reading these new logs. Again, thank you for your patience on this.

Since it does only break after a restart of the engine I would need to close and reopen the project after every single node I delete, place or connect…

This is not really feasible for me since my PC is not the absolute best and my project is not really small so it needs about 2 minutes to open the project… This would make me crazy, if I am not already…

I gave you so many logs and callstacks now, I think your devs should be able to find the issue :stuck_out_tongue: It’s like searching for a metal key in a great acre, I can only root around haphazardly in the whole acre while your devs have metal detectors :wink:

Have you “talked to a dev” about the new logs today?

Hi John,

As you can see from the email thread, we have a fix in. Unfortunately we don’t have a workaround from interpreting your logs. They are not pointing to the problem in a way that would allow us to find it just from the log.

I do have one option that could help sooner rather than later. Once Dan’s fix is integrated into the releases branch, you would be able to get the latest 4.7 releases build from github if you feel comfortable getting it and compiling. Let me know if that’s something you’d be interested in and I’ll keep an eye on the integrations.

Thanks,

Hi ,

unfortunately I have never compiled an engine from source, I use only blueprints, I have never done anything with c++.
But I guess its not too hard to do it, right? If so I would gladly do it since I would really like to continue working on my game…

–John

It really isn’t tough to set up. You’ll need Visual Studio 2013 Community(free), so it’d be good to get that now as it takes a good chunk of time to install.

This is the page you’ll get the UE4 files from: https://github.com/EpicGames/UnrealEngine/tree/4.7

On the right side you’ll see a “Download Zip” option. After the fix is integrated, you’ll download that. Windows instructions are listed on the same page if you scroll down. Ignore the first part of step 1 (about downloading github) and start with the part that says “If you’d prefer not to use Git…”. After Step 5, you can simply launch the editor from Engine/Binaries/Win64/UE4Editor.exe instead of opening it from Visual Studio.

Great, thanks a lot, so I will download Visual Studio and wait until you say the fix is inside 4.7 at github, right? The 4.7 branch is considered “stable”?

–John

That’s correct.

…4.7 only gets fixes now, so essentially 4.7.1 is 4.7.0 + fixes, and so on. However, there’s no guarantee that another fix won’t break something before release. Basically, it should be fine, but still keep backups of your projects.

The fix has been integrated to 4.7 Branch in CL:2472343. So as long as you’re on a later CL (in that branch), it should be in there.

Thanks a lot, finally I can continue working on my game :slight_smile: