Im not sure if its the cause but, this happend after I changed packaged loading splash and icon. I revert them to default but it still packs my icon with it and I still get this error.
LowLevelFatalError [File:D:\Build\++UE4+Release-4.15+Compile\Sync\Engine\Source\Runtime\CoreUObject\Private\Serialization\AsyncLoading.cpp] [Line: 1019]
No outstanding IO, no nodes in the queue, yet we still have 'PackagesWithNodes' in the graph.
KERNELBASE.dll!0x00000000254C7788
TRA_VR_FIRE-Win64-Shipping.exe!FOutputDevice::Logf__VA()
TRA_VR_FIRE-Win64-Shipping.exe!FDebug::AssertFailed()
TRA_VR_FIRE-Win64-Shipping.exe!FAsyncLoadingThread::TickAsyncLoading()
TRA_VR_FIRE-Win64-Shipping.exe!FlushAsyncLoading()
TRA_VR_FIRE-Win64-Shipping.exe!LoadPackageInternal()
TRA_VR_FIRE-Win64-Shipping.exe!LoadPackageInternal()
TRA_VR_FIRE-Win64-Shipping.exe!ResolveName()
TRA_VR_FIRE-Win64-Shipping.exe!StaticLoadObjectInternal()
TRA_VR_FIRE-Win64-Shipping.exe!StaticLoadObject()
TRA_VR_FIRE-Win64-Shipping.exe!UGameplayTagsManager::LoadGameplayTagTables()
TRA_VR_FIRE-Win64-Shipping.exe!UGameplayTagsManager::InitializeManager()
TRA_VR_FIRE-Win64-Shipping.exe!FGameplayTag::PostSerialize()
TRA_VR_FIRE-Win64-Shipping.exe!UScriptStruct::TCppStructOps<FGameplayTag>::PostSerialize()
TRA_VR_FIRE-Win64-Shipping.exe!UScriptStruct::SerializeItem()
TRA_VR_FIRE-Win64-Shipping.exe!UStructProperty::SerializeItem()
TRA_VR_FIRE-Win64-Shipping.exe!FPropertyTag::SerializeTaggedProperty()
TRA_VR_FIRE-Win64-Shipping.exe!UStruct::SerializeTaggedProperties()
TRA_VR_FIRE-Win64-Shipping.exe!UClass::SerializeDefaultObject()
TRA_VR_FIRE-Win64-Shipping.exe!UBlueprintGeneratedClass::SerializeDefaultObject()
TRA_VR_FIRE-Win64-Shipping.exe!FAsyncPackage::EventDrivenSerializeExport()
TRA_VR_FIRE-Win64-Shipping.exe!FAsyncPackage::ProcessImportsAndExports_Event()
TRA_VR_FIRE-Win64-Shipping.exe!FAsyncPackage::Event_ProcessImportsAndExports()
TRA_VR_FIRE-Win64-Shipping.exe!FObjectAndNameAsStringProxyArchive::operator<<()
TRA_VR_FIRE-Win64-Shipping.exe!FAsyncLoadEventQueue::PopAndExecute()
TRA_VR_FIRE-Win64-Shipping.exe!FAsyncLoadingThread::ProcessAsyncLoading()
TRA_VR_FIRE-Win64-Shipping.exe!FAsyncLoadingThread::TickAsyncThread()
TRA_VR_FIRE-Win64-Shipping.exe!FAsyncLoadingThread::TickAsyncLoading()
TRA_VR_FIRE-Win64-Shipping.exe!FlushAsyncLoading()
TRA_VR_FIRE-Win64-Shipping.exe!LoadPackageInternal()
TRA_VR_FIRE-Win64-Shipping.exe!LoadPackageInternal()
TRA_VR_FIRE-Win64-Shipping.exe!UEngine::LoadMap()
TRA_VR_FIRE-Win64-Shipping.exe!UEngine::Browse()
TRA_VR_FIRE-Win64-Shipping.exe!UGameInstance::StartGameInstance()
TRA_VR_FIRE-Win64-Shipping.exe!FEngineLoop::Init()
TRA_VR_FIRE-Win64-Shipping.exe!GuardedMain()
TRA_VR_FIRE-Win64-Shipping.exe!GuardedMainWrapper()
TRA_VR_FIRE-Win64-Shipping.exe!WinMain()
TRA_VR_FIRE-Win64-Shipping.exe!__scrt_common_main_seh() [f:\dd\vctools\crt\vcstartup\src\startup\exe_common.inl:264]
KERNEL32.DLL!0x0000000026C38364
ntdll.dll!0x0000000028E170D1
ntdll.dll!0x0000000028E170D1
I did some digging through our database but I don’t see this crash listed as anything known unfortunately.
If you change the splash screen and icon in a clean project do you get the same crash? Is it possible it’s related specifically to the images you’re working with?
Does a development build crash as well, or just shipping?
Sorry, I can’t think of anything. Are you sure you didn’t change anything else?
If you create a new blank project, does it work?
If that works, can you try to import all of your stuff there to verify everything works correct?
I tried to package and open a vr template from 4.15 with my icon and loading splash. It didnt crash. So pictures are not causing this. I copied my project folder to another location and tried again with development build and I got a different fatal error.(Copied it down below). I tried again with shipping and I got first fatal error. I will go through more destructive methods now.
We finished the project but there is a couple of days before deadline.
After intensive tests on clean project and on my project, I found that its a bug with gameplay tag system. To reproduce this:
Open a clean project (I opened VR
Template UE 4.15.0)
Create a Data
Table>GamePlayTagTableRow.
Put random values. (In my case,
vrbound.gameplay, vrbound.stair,
vrbound.floor)
Go to Project
Settings>GameplayTags>GameplayTagTableList.
Add element and put your data table
there.
Create a blueprint actor. Create a
gameplay tag variable inside it. It
doesnt matter if you set any value to
it or not.
Drag that bp to level.
Save all and package it for shipping
(In my case x64 Windows)
It will crash on launch.
Only different thing in here is that, my packaged project gives me fatal error but these steps gives me a crash with Unreal Crash Report window. Its problaly the same crash reason on background. Let me know if you need anything.
I dont know if this is submitted before. If so, is it going to be fixed in next 4.15 hotfix? I really need a hotfix ASAP.
Hey Suleymanyus, this bug has been fixed for 4.16 on our side but I’m not sure if it will make the next hotfix. You have two options for fixing this in your game today:
To fix this at the engine level, you can duplicate our internal fix by adding ‘#include “GameplayTagsManager.h”’ to the top of UnrealEngine.cpp and adding “UGameplayTagsManager::Get();” at the bottom of UEngine::InitializeObjectReferences()
Or, you can fix it at your game level by calling UGameplayTagsManager::Get(); somewhere in your engine initialization. The issue is that if the first gameplay tag your game happens to use is located in a blueprint, it will crash, but if you force the tags to load earlier it’s not a problem
Thank you for the fix advice. Can this be done ın engines downloaded from iauncher? We dont have any experıence wıth coding and github builds. If not, I will use other methods than gameplay tag untıl 4.16
The fix will be in a 4.15 hotfix release, but not sure when. Check the release notes as they come out. Unfortunately I can’t think of a good fix without making source changes