Fortnite crashes while opening any map thgough UEFN

Reference ID

884808d4-4796-80c8-d5be-5380bbfa8f15

Please select what you are reporting on:

Unreal Editor for Fortnite

What Type of Bug are you experiencing?

Other

Summary

Launching session through UEFN causes Fortnite to crash while starting my island.

Steps to Reproduce

At any map at my computer I try to run the island through the “Launch Session” button.

Expected Result

The expected result is that any map at my computer can be opened normally through UEFN.

Observed Result

When loading finished, my Fortnite crashes with a super generic message. I can’t figure out what’s happening nor find a reasonable solution over the web. I tried to update my video card software, my windows updates and even tried to reinstall UEFN a couple of times. None of solutions solved the problem. I need help to solve it.

Platform(s)

windows

Additional Notes

I receive the following message:
Fortnite Crash Reporter
Fortnite
O Fortnite travou. Sentimos muito por isso e estamos tentando evitar que esse erro se repita. Acesse o Suporte Técnico do Fortnite caso precise de ajuda.

Something like:
The Fortnite freeze. We’re sorry for that and we’re trying to avoid that error occurs again. Access the Fortnite Tech Support if you need help.

New update. I created a private island and got this error:

Fatal error!

Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x0000001200000015

0x00007ff7d0744362 FortniteClient-Win64-Shipping.exe!UnknownFunction
0x00007ff7d09702f9 FortniteClient-Win64-Shipping.exe!UnknownFunction
0x00007ff7d096f3c4 FortniteClient-Win64-Shipping.exe!UnknownFunction
0x00007ff7d096e746 FortniteClient-Win64-Shipping.exe!UnknownFunction
0x00007ff7d096e1bc FortniteClient-Win64-Shipping.exe!UnknownFunction
0x00007ff7d0b62a7e FortniteClient-Win64-Shipping.exe!UnknownFunction
0x00007ff7d0b62548 FortniteClient-Win64-Shipping.exe!UnknownFunction
0x00007ff7d194c9b7 FortniteClient-Win64-Shipping.exe!UnknownFunction
0x00007ff7d194c81a FortniteClient-Win64-Shipping.exe!UnknownFunction
0x00007ffd20d87344 KERNEL32.DLL!UnknownFunction

Crash in runnable thread FAsyncLoadingThread

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I realized that any map I generate in my machine leads that error. Even though the private island ones.

1 Like

I almost got kinda the same problem, everytime I launch my UEFN I get this error, which is almost identical to yours:

Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0xffffffffffffffff

UnrealEditorFortnite_Win64_Shipping
UnrealEditorFortnite_Win64_Shipping
UnrealEditorFortnite_Win64_Shipping
UnrealEditorFortnite_Win64_Shipping
UnrealEditorFortnite_Win64_Shipping
UnrealEditorFortnite_Win64_Shipping
UnrealEditorFortnite_Win64_Shipping
UnrealEditorFortnite_Win64_Shipping
UnrealEditorFortnite_Win64_Shipping
UnrealEditorFortnite_Win64_Shipping
UnrealEditorFortnite_Win64_Shipping
UnrealEditorFortnite_Win64_Shipping
UnrealEditorFortnite_Win64_Shipping
kernel32
ntdll

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TL;DR: Remove devices that you renamed from the map and run. After that you can check-in and add them again.

@DoDo_for_life I discovered the problem. Both my maps that is giving crash we renamed some creative_devices. Even though they were replaced in map, they were referencing the old named ones.

The solution was basically removing the creative_devices that were renamed from the map, build and run the project, do a check-in and only after that adding them again. I hope this can help you. And let me know if it does.

1 Like

Thank you so much for the tipp but sadly it crashes only when i open UEFN so I can’t delete or add anything :((
Maybe I just have to wait for a update that can help me

Finally I got a reasonable error. But, Epic, why it goes to Clipboard? Why don’t it come directly to UEFN console or error dialog?

Fatal error: [File:D:\build++Fortnite\Sync\Engine\Source\Runtime\CoreUObject\Private\Serialization\AsyncLoading2.cpp] [Line: 1724]
ObjectSerializationError: /fbc8f956-4463-b43d-8349-7eae65e4d2e1/_Verse/MiningMachineUpgradeCallback (0xE870D619290931C3) /fbc8f956-4463-b43d-8349-7eae65e4d2e1/_Verse/MiningMachineUpgradeCallback (0xE870D619290931C3) - BaseUpgradableMachineClass /Engine/Transient.__verse_0x91F46DD3_OwnerMachine: Bad export index 956301311/57.

0x00007ff6c3b782ae FortniteClient-Win64-Shipping.exe!UnknownFunction
0x00007ff6c33f5704 FortniteClient-Win64-Shipping.exe!UnknownFunction
0x00007ff6bfa528e5 FortniteClient-Win64-Shipping.exe!UnknownFunction
0x00007ff6c3c1a2bc FortniteClient-Win64-Shipping.exe!UnknownFunction
0x00007ff6bf9b439d FortniteClient-Win64-Shipping.exe!UnknownFunction
0x00007ff6bfbe02f9 FortniteClient-Win64-Shipping.exe!UnknownFunction
0x00007ff6bfbdf3c4 FortniteClient-Win64-Shipping.exe!UnknownFunction
0x00007ff6bfbde746 FortniteClient-Win64-Shipping.exe!UnknownFunction
0x00007ff6bfbde1bc FortniteClient-Win64-Shipping.exe!UnknownFunction
0x00007ff6bfdd2a7e FortniteClient-Win64-Shipping.exe!UnknownFunction
0x00007ff6bfdd2548 FortniteClient-Win64-Shipping.exe!UnknownFunction
0x00007ff6c0bbc9b7 FortniteClient-Win64-Shipping.exe!UnknownFunction
0x00007ff6c0bbc81a FortniteClient-Win64-Shipping.exe!UnknownFunction
0x00007ffdc5bf7344 KERNEL32.DLL!UnknownFunction

Crash in runnable thread FAsyncLoadingThread

Anyway, basically I had an inheritance situation and my implementation was causing that crash. So Epic Team, if it can help you. Follows:

BaseUpgradableMachineCallback := class<concrete>:
    @editable
    TriggerCallback : trigger_device = trigger_device{}
    var OwnerMachine : BaseUpgradableMachineIntf = BaseUpgradableMachineClass{}

    Initialize(Machine : BaseUpgradableMachineIntf) : void=
        set OwnerMachine = Machine
        TriggerCallback.TriggeredEvent.Subscribe(OnPlayerUpgraded)

    OnPlayerUpgraded(MaybeAgent : ?agent) : void= {}

MiningMachineUpgradeCallback := class<concrete>(BaseUpgradableMachineCallback):
    @editable
    NewAmountPerCycle : int = 0
    var OwnerMachine<override> : BaseUpgradableMachineIntf = MiningMachineClass{} # <-- According to error above, the crash is here

    OnPlayerUpgraded<override>(MaybeAgent : ?agent) : void=
        OwnerMachine.SetAmountPerCycle(NewAmountPerCycle)

So if I drop the creative device that uses MiningMachineUpgradeCallback in the map, the crash occurs. Otherwise, everything works fine.

1 Like