Heya, so got a question that while this may not be the right place to post it I’m hoping to get some insight into some code to assist in an issue I’m having. I recently started playing a game called The Cycle: Frontier on Epic Games Store that runs on the Unreal Engine. Game runs fine, no issues with that at all, with the sole exception being that the game force quits exactly 10 minutes every time after I have started it. It’s not memory, drivers, or power issues, as I have done extensive testing to verify all of those, as well as a dozen other possible solutions, and no dice. I’ve gotten to the point of diving into the crash logs and I’ve found something that I’m hoping to get some coding insight into, even though I’m not familiar with Unreal Engine.
Normally the game should only exit when the user purposefully selects the option to close from inside the game, after which it begins to close the game and flush the cache I believe. Proper code example of that successful sequence I pulled from an early exit I did below.
[2022.06.28-17.53.50:989][207]LogYUI: UYExitGameCommand::Execute | Was called
[2022.06.28-17.53.52:439][294]LogYUI: UYExitGameCommand::ExitGame | Was called
[2022.06.28-17.53.52:439][294]LogYAnalytics: Display: UYPlayerBIDataComponent::OnLeaveGame | called!
[2022.06.28-17.53.52:439][294]LogYAnalytics: Display: UYPlayerBIDataComponent::OnLeaveGame | Setting up event!
[2022.06.28-17.53.52:439][294]LogYAnalytics: Display: Sending BI FYPlayerQuitEvent: reason: menu_exit_game game_situation:
[2022.06.28-17.53.52:439][294]LogYAnalytics: Error: FYPlayerQuitEvent::Validate | game_situation is empty
[2022.06.28-17.53.52:439][294]LogYAnalytics: Display: Sent BI FYPlayerQuitEvent: successfully sent: True
[2022.06.28-17.53.52:439][294]Closing by request
[2022.06.28-17.53.52:439][294]LogWindows: FPlatformMisc::RequestExit(0)
[2022.06.28-17.53.52:439][294]LogWindows: FPlatformMisc::RequestExitWithStatus(0, 0)
[2022.06.28-17.53.52:439][294]LogCore: Engine exit requested (reason: Win RequestExit)
[2022.06.28-17.53.52:444][295]LogCore: Engine exit requested (reason: EngineExit() was called; note: exit was already requested)
[2022.06.28-17.53.52:444][295]LogYGame: UYGameEngine::PreExit CurrentThreadId: 23232 GasmeThreadId: 23232
[2022.06.28-17.53.52:444][295]LogYGame: UYGameEngine::UploadFileSendHandler | Uploading file with YFileSender plugin
The problem that I’m seeing in the crash logs is that every time the game has force closed itself the line for FPlatformMisc:RequestExit just appears out of nowhere without anything actually requesting it. This also always occurs exactly 10 minutes and 3-4 seconds after the crash log begins the time stamps, without fail. I’ve included multiple examples below of what that looks like in the crash logs, varying between the in game character doing nothing to being in the middle of a match.
[2022.06.28-18.04.06:621][907]LogYCustomization: UYStateCharacterCustomizationDataComponent::OnFinishedLoading | After OnFinishedLoadingAssets.
[2022.06.28-18.04.06:621][907]LogYCustomization: UYStateCharacterCustomizationDataComponent::OnActiveInstanceDataLoaded | After OnFinishedLoading.
[2022.06.28-18.05.02:900][284]LogWindows: FPlatformMisc::RequestExit(0)
[2022.06.28-18.05.02:900][284]LogWindows: FPlatformMisc::RequestExitWithStatus(0, 0)
[2022.06.28-18.05.02:900][284]LogCore: Engine exit requested (reason: Win RequestExit)
[2022.06.28-18.05.02:912][285]LogCore: Engine exit requested (reason: EngineExit() was called; note: exit was already requested)
[2022.06.29-16.48.17:743][797]LogYInput: AYPlayerController_Match::BlockAllMatchInput | Blocking Match Input
[2022.06.29-16.48.17:743][797]LogViewport: Display: Viewport MouseLockMode Changed, LockOnCapture → LockAlways
[2022.06.29-16.48.17:743][797]LogViewport: Display: Viewport MouseCaptureMode Changed, CapturePermanently → CaptureDuringMouseDown
[2022.06.29-16.48.30:705][573]LogWindows: FPlatformMisc::RequestExit(0)
[2022.06.29-16.48.30:705][573]LogWindows: FPlatformMisc::RequestExitWithStatus(0, 0)
[2022.06.29-16.48.30:705][573]LogCore: Engine exit requested (reason: Win RequestExit)
[2022.06.29-16.48.30:713][574]LogCore: Engine exit requested (reason: EngineExit() was called; note: exit was already requested)
[2022.06.29-16.48.30:713][574]LogYGame: UYGameEngine::PreExit CurrentThreadId: 23596 GasmeThreadId: 23596
[2022.06.29-01.50.45:506][198]LogYInventory: UYItemFunctionsLibrary::FindVanityTypeByID | Could not retrieve vanity type for item ID [WP_A_Launch_MSL_01]. wrldCtx [PRO_PlayerController_C_2147442815].
[2022.06.29-01.50.51:207][540]LogYInventory: UYItemFunctionsLibrary::FindVanityTypeByID | Could not retrieve vanity type for item ID [WP_G_HVY_Beam_01]. wrldCtx [PRO_PlayerController_C_2147442815].
[2022.06.29-01.50.53:639][686]LogYInventory: UYItemFunctionsLibrary::FindVanityTypeByID | Could not retrieve vanity type for item ID [Consumable_AudioDecoy_01]. wrldCtx [PRO_PlayerController_C_2147442815].
[2022.06.29-01.50.54:087][713]LogWindows: FPlatformMisc::RequestExit(0)
[2022.06.29-01.50.54:087][713]LogWindows: FPlatformMisc::RequestExitWithStatus(0, 0)
[2022.06.29-01.50.54:087][713]LogCore: Engine exit requested (reason: Win RequestExit)
[2022.06.29-01.50.54:091][714]LogCore: Engine exit requested (reason: EngineExit() was called; note: exit was already requested)
[2022.06.29-01.50.54:091][714]LogYGame: UYGameEngine::PreExit CurrentThreadId: 31768 GasmeThreadId: 31768
The RequestExit line shouldn’t be showing up out of the blue with no triggering request, and while I have tried looking through the log I wasn’t able to find anything that would request it. My problem is trying to figure out if this is something that is being caused by the game itself or if something on my computer is otherwise forcing it to close, but I have no idea, and it’s not an issue any other players I’ve seen running into. I’ve run the system with a clean boot and everything, but it still dies. I’m hoping someone else might be able to provide some suggestions or insight into this. Thanks for any and all help!