Game crashes at launch in GPackageResourceManager after updating to Unreal 5.1

Hey all,

I updated my project to Unreal 5.1 a bit ago, and just learned that after compiling the game it’s crashing with an error.
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Here’s what appears in the log.

[2023.01.28-23.17.54:934][  0]Message dialog closed, result: Ok, title: The UE-ProjectPlatformer Game has crashed and will close, text: Assertion failed: GPackageResourceManager [File:D:\build\++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\PackageResourceManager.cpp] [Line: 24]






[2023.01.28-23.17.54:934][  0]LogWindows: Error: begin: stack for UAT
[2023.01.28-23.17.54:934][  0]LogWindows: Error: === Critical error: ===
[2023.01.28-23.17.54:934][  0]LogWindows: Error:
[2023.01.28-23.17.54:934][  0]LogWindows: Error: Assertion failed: GPackageResourceManager [File:D:\build\++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\PackageResourceManager.cpp] [Line: 24]
[2023.01.28-23.17.54:934][  0]LogWindows: Error:
[2023.01.28-23.17.54:934][  0]LogWindows: Error:
[2023.01.28-23.17.54:934][  0]LogWindows: Error:
[2023.01.28-23.17.54:934][  0]LogWindows: Error: [Callstack] 0x00007ff7dc7adfd5 ProjectPlatformer-Win64-DebugGame.exe!IPackageResourceManager::Get() []
[2023.01.28-23.17.54:934][  0]LogWindows: Error: [Callstack] 0x00007ff7dc517018 ProjectPlatformer-Win64-DebugGame.exe!FPackageName::DoesPackageExistEx() []
[2023.01.28-23.17.54:934][  0]LogWindows: Error: [Callstack] 0x00007ff7dc516c8a ProjectPlatformer-Win64-DebugGame.exe!FPackageName::DoesPackageExist() []
[2023.01.28-23.17.54:934][  0]LogWindows: Error: [Callstack] 0x00007ff7e0e98178 ProjectPlatformer-Win64-DebugGame.exe!FStringTableEngineBridge::GetAssetReference() []
[2023.01.28-23.17.54:934][  0]LogWindows: Error: [Callstack] 0x00007ff7e0eaeb69 ProjectPlatformer-Win64-DebugGame.exe!FStringTableEngineBridge::RedirectStringTableAssetImpl() []
[2023.01.28-23.17.54:934][  0]LogWindows: Error: [Callstack] 0x00007ff7dbf9116d ProjectPlatformer-Win64-DebugGame.exe!FStringTableRedirects::RedirectTableIdAndKey() []
[2023.01.28-23.17.54:934][  0]LogWindows: Error: [Callstack] 0x00007ff7dbf8f5bd ProjectPlatformer-Win64-DebugGame.exe!FTextHistory_StringTableEntry::ReadFromBuffer() []
[2023.01.28-23.17.54:934][  0]LogWindows: Error: [Callstack] 0x00007ff7dbf8fdb7 ProjectPlatformer-Win64-DebugGame.exe!FTextStringHelper::ReadFromBuffer_ComplexText() []
[2023.01.28-23.17.54:934][  0]LogWindows: Error: [Callstack] 0x00007ff7dbf8f894 ProjectPlatformer-Win64-DebugGame.exe!FTextStringHelper::ReadFromBuffer() []
[2023.01.28-23.17.54:934][  0]LogWindows: Error: [Callstack] 0x00007ff7dc074f1e ProjectPlatformer-Win64-DebugGame.exe!FConfigCacheIni::GetText() []
[2023.01.28-23.17.54:934][  0]LogWindows: Error: [Callstack] 0x00007ff7e0cb9d29 ProjectPlatformer-Win64-DebugGame.exe!UGameEngine::CreateGameWindow() []
[2023.01.28-23.17.54:934][  0]LogWindows: Error: [Callstack] 0x00007ff7df2651e6 ProjectPlatformer-Win64-DebugGame.exe!FPreLoadScreenManager::Initialize() []
[2023.01.28-23.17.54:934][  0]LogWindows: Error: [Callstack] 0x00007ff7d951ac2c ProjectPlatformer-Win64-DebugGame.exe!FEngineLoop::PreInitPreStartupScreen() []
[2023.01.28-23.17.54:934][  0]LogWindows: Error: [Callstack] 0x00007ff7d950cb2f ProjectPlatformer-Win64-DebugGame.exe!GuardedMain() []
[2023.01.28-23.17.54:934][  0]LogWindows: Error: [Callstack] 0x00007ff7d950ceaa ProjectPlatformer-Win64-DebugGame.exe!GuardedMainWrapper() []
[2023.01.28-23.17.54:934][  0]LogWindows: Error: [Callstack] 0x00007ff7d950fde6 ProjectPlatformer-Win64-DebugGame.exe!LaunchWindowsStartup() []
[2023.01.28-23.17.54:934][  0]LogWindows: Error: [Callstack] 0x00007ff7d9521844 ProjectPlatformer-Win64-DebugGame.exe!WinMain() []
[2023.01.28-23.17.54:934][  0]LogWindows: Error: [Callstack] 0x00007ff7e2d6126a ProjectPlatformer-Win64-DebugGame.exe!__scrt_common_main_seh() [D:\a\_work\1\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl:288]
[2023.01.28-23.17.54:934][  0]LogWindows: Error: [Callstack] 0x00007ff9419f26bd KERNEL32.DLL!UnknownFunction []
[2023.01.28-23.17.54:934][  0]LogWindows: Error: [Callstack] 0x00007ff94318dfb8 ntdll.dll!UnknownFunction []
[2023.01.28-23.17.54:934][  0]LogWindows: Error:
[2023.01.28-23.17.54:934][  0]LogWindows: Error: end: stack for UAT
[2023.01.28-23.17.54:944][  0]LogExit: Executing StaticShutdownAfterError
[2023.01.28-23.17.54:944][  0]LogWindows: FPlatformMisc::RequestExit(1)
[2023.01.28-23.17.54:944][  0]LogWindows: FPlatformMisc::RequestExitWithStatus(1, 3)
[2023.01.28-23.17.54:945][  0]LogCore: Engine exit requested (reason: Win RequestExit)
ERROR: Client exited with error code: 3
       (see C:\Users\Alex\AppData\Roaming\Unreal Engine\AutomationTool\Logs\D+UnrealFiles+UE_5.1\Log.txt for full exception trace)
AutomationTool executed for 0h 1m 26s
AutomationTool exiting with ExitCode=1 (Error_Unknown)
BUILD FAILED

I’m honestly not a programmer at all and have been able to work on my game almost exclusively through blueprints and the like, so I’m having trouble parsing this stuff.
I went to the Unreal engine files and opened up the file mentioned and this is all that appeared.
But it looked almost exactly the same for the Unreal 5.0 file.

I found a thread where someone had a similar problem, but they forgot how they solved it - Something about load order?
Someone else gave me some suggestions, but they were either too technical or not specific enough for me to understand. (I’m not sure which yet)

I’m not exactly blocked right this moment, but I’d rather be able to make a build when I want to, than try to solve this problem when I need to.

I’d appreciate any help I can get. I’m really not sure where to go from here.

Thanks,
-Alex

Bumping this thread because it’s been a couple weeks and I haven’t made any progress on it.

I’m getting close to reaching an important milestone so I’d like to be able to make builds to show some folks. I’d really appreciate any help I can get.

I just really don’t know where even to begin.

I’ve not seen this before but here’s where I would start looking around. Apologies if you’ve done this already.

The most interesting thing to me is it’s trying to load FText and get it from a String Table. But GPackageResourceManager is not yet initialized.

The line where it’s doing this is:

GConfig->GetText(TEXT("/Script/EngineSettings.GeneralProjectSettings"), TEXT("ProjectDisplayedTitle"), WindowTitleOverride, GGameIni);

So check your ProjectDisplayedTitle in your project settings? But tbh the crash is coming from something not being loaded so I guess it’s not that.

Do you have some kind of custom startup screen or localization system?

Otherwise:

  • What plugin(s) are you using. Are they all updated to 5.1?
  • Does this happen in a Shipping build? Development?
  • Can you make a “minimal” build that uses like, no assets? Package just an empty map or something and see if it still crashes on launch.
  • Go over your packaging log looking for warnings, errors. Maybe it’s some asset?
  • Go over the log before this crash, see if there are any warnings/errors. Maybe paste it if it’s not too sensitive?
2 Likes

This was it, strangely enough.

My Project Display Name was set to an index in a string table. As soon as I unlinked it and recompiled - no more crashing.

I’m very confused but also extremely relieved.

If it helps at all I’ll answer some of your questions.

I have some splash screens at launch, but nothing fancy.

All my plugins are updated to 5.1, and the ones I’m using are
Blockout Tools
AdvancedFadeObject

Crash happened on both Shipping and Dev builds

It looks like there’s a bunch of warnings in my log about “Accessed None trying to read property K2Node_DynamicCast_AsSet” when dynamic casting for the GameInstance.
These errors were in the last build but didn’t seem to actually change anything.

I dunno if this clears anything up. I’m just incredibly relieved.

1 Like

That’s great that it solved the problem!

It’s odd that it lets you choose a string table entry for the project name if the string tables are not yet loaded by the time it needs that string.

1 Like