game crash when starting

error UE-42280 is resolved in 4.17, however I have still a problem that is related to this error (that is what I have been told here)

I was trying to find anwser and was posting few those posts:

https://answers.unrealengine.com/questions/658185/game-crashing-problematic-texture-how-to-detect.html

https://answers.unrealengine.com/questions/675955/how-to-find-texture-causing-problem.html

https://answers.unrealengine.com/questions/606079/what-is-error-direct3ddevice.html

had no responce what so ever
here is recent try of launching game build from 4.17 and error again

and crash log
[link text][2]

As mentioned in my post

https://answers.unrealengine.com/questions/675955/how-to-find-texture-causing-problem.html

  • strange to me is a fact that log error is pointing to other disk on my PC location of Project is on disk :C ?! unless engine is using other disk space to do calculations of build process. My Project was long time ago on disk :D, now is on disk C.

Can somebody pleas help or pass it to someone with enough knowlege, I would apreciate very much.
thanks to all

Hello Bimbachi,

Although the error is fairly similar, your issue does not seem to be related to UE-42280. The error in that bug was due to a graphics card completely crashing, as it mentions that the D3D device was lost. Your issue seems to be related to the Texture Streaming system.

As for the file path, I would suggest checking that file path on your D: drive to ensure that your engine isn’t in that location, but if it isn’t there, it’s likely a problem with the logging itself where it is showing a preset file path.

Do you only have this issue in one particular project or does this occur in any project that you use? When does this crash occur? Is it when you launch your packaged game, while you’re in the editor? Does it happen when loading a map or is it random? As much information you can provide about reproducing the issue would be helpful.

@Matthew J :diamonds::diamonds:
Dear Matthew,

thank you very much for responding.
(I was already desperate because problem last from may and I had no advice apart from that on UE-42280)
Now I checked date again and I thought about 2 facts, arrival of 4.15 and Nvidia Ansel plug-in at that time, but I don’t know if it matters ?

1/ This problem I have only in this project.
Texture streaming poolsize overload problem I have since long time in this project, its about time when I introduced Substance materials. At first I noticed that my materials are fuzzy, somebody advised me to make “no mips” on texture, I’m not sure if this modified mat is still in a Project. I was trying to find problematic textures by looking at statistics. I can say that still I have some textures of probably not “healthy” dimensions like:

(X=1024.000000,Y=1024.000000)
(X=3640.000000,Y=2425.000000)
(X=3000.000000,Y=1955.000000)
(X=5616.000000,Y=3744.000000)
(X=4096.000000,Y=4096.000000)
(X=3500.000000,Y=1155.000000)
(X=3500.000000,Y=1155.000000)
(X=1536.000000,Y=2049.000000)
(X=5600.000000,Y=4200.000000)
(X=5616.000000,Y=3744.000000)
(X=512.000000,Y=512.000000)
(X=3000.000000,Y=3000.000000)
(X=1474.000000,Y=1474.000000)
(X=1474.000000,Y=1474.000000)
(X=1474.000000,Y=1474.000000)
(X=1474.000000,Y=1474.000000)

Then I found that I need to add memory to streaming.poolsize and I added to projects config DefaultEngine.ini at [/Script/Engine.RendererSettings] section “r.streaming.poolsize=3000” - to avoid console typing manualy each time, until I wil endup optimizing materials.

2/ " file path" issue - there is no such a location , engine is on disk C. however some time ago project was on this disk (D) but was moved on C because it is SSD.

3/ “it’s likely a problem with the logging itself where it is showing a preset file path” issue - I dont understand this. but I can say that recently (4.17) I noticed that my Swarm shows in log things like this :

03:16:55: LogLightmass: Display: Lightmass Win64 started on: BIALY. Command-line: E7E7CC3041701BFDB7EF529BFA36EDDA
03:16:55: Failed to determine engine directory: Defaulting to ../../../Engine/
03:16:55: LoadLibraryWithSearchPaths failed for file aqProf.dll. GetLastError=126
03:16:55: FileExists returned 0 for Module aqProf.dll
03:16:55:     ../../../SwarmCache/Jobs/Job-E7E7CC30-41701BFD-B7EF529B-FA36EDDA
03:16:55: LoadLibraryWithSearchPaths failed for file VtuneApi.dll. GetLastError=126
03:16:55: FileExists returned 0 for Module VtuneApi.dll
03:16:55:     ../../../SwarmCache/Jobs/Job-E7E7CC30-41701BFD-B7EF529B-FA36EDDA
03:16:55: LoadLibraryWithSearchPaths failed for file VtuneApi32e.dll. GetLastError=126
03:16:55: FileExists returned 0 for Module VtuneApi32e.dll

4/ " When does this crash occur? Is it when you launch your packaged game, while you’re in the editor?" issue - it happens when launch my packaged game, once I build win64 and first start after some time of loading error occurs. Not in editor here I can play game stand alone too.

5/ “Does it happen when loading a map or is it random” issue - error occurs each time when launching packaged game.

I could not post replayto you here (to many characters ?) so did post as Anwser

I wonder if you recived my anwser?

Can you provide the full log file from the packaging process when you package your game? There could be warnings in that log that could point to what is wrong but I suspect that this is related to the textures just not being optimized and the graphics card not being able to handle it. Simply increasing the pool size is not always a good solution.

It would also help if you provide the full log file from the game itself, after a crash has occurred. Please also try creating a blank map and setting that as the default map prior to packaging so that it is the first map that opens when the game opens? This will let us know if it’s related to the map that you are loading in on as well.

attached output log.txt file and crasch log from game
and
I created new level “blankMap” pointed it as default in ProjectSettings for editor and game and did a build again, game opened with this level no crasch.
logs of this I will attach in following re:

link text
link text

continue: I attach also logs for situation with new clean level
link text.

I wonder if you recived my anwser?

Please try returning the Texture Poolsize to the value it was at before you increased it to 3000 to see if this is related to the crash. It doesn’t seem like it is running out of memory but it is crashing while trying to edit the RenderTargets.

I did - this time I could play few seconds (move forward meter or two in world scale) and crash.
error info attached.

Unfortunately, as no one else seems to be experiencing these types of issues, this seems like an issue with the content in your project, most likely related to the textures as the error message has mentioned. Without going through and attempting to manually debug your project, which you would likely have an easier time of doing since it is your project, I will not be able to diagnose why this is occurring.