We have written a project on UE4.12 on windows platform. This project is used as a plugin. Everything worked fine so we tried to localize it into Chinese/Dutch. However, when I tried to gather text, no matter if I used the command line or did it directly through UE editor localization dashboard, I encountered the same error. which says:
[2016.06.14-06.25.17:357][ 0]LogWindows:Error: === Critical error: ===
Assertion failed: IsValid() [File:F:\workspace\unreal_gritworld\Engine\Source\Runtime\Core\Public\Templates\SharedPointer.h] [Line: 728]
here is a screenshot:
the .ini file under my game/config/localization looks like this:
[CommonSettings]
SourcePath=Content/Localization/NewTarget
DestinationPath=Content/Localization/NewTarget
ManifestName=NewTarget.manifest
ArchiveName=NewTarget.archive
NativeCulture=en
CulturesToGenerate=en
CulturesToGenerate=nl-BE
CulturesToGenerate=zh-CN
[GatherTextStep0]
CommandletClass=GatherTextFromSource
SearchDirectoryPaths=Source
ExcludePathFilters=Config/Localization/*
FileNameFilters=*.h
FileNameFilters=*.cpp
FileNameFilters=*.ini
ShouldGatherFromEditorOnlyData=false
[GatherTextStep1]
CommandletClass=GatherTextFromAssets
ExcludePathFilters=Content/Localization/*
ExcludePathFilters=Content/L10N/*
PackageFileNameFilters=*.umap
PackageFileNameFilters=*.uasset
ShouldGatherFromEditorOnlyData=false
SkipGatherCache=false
[GatherTextStep2]
CommandletClass=GenerateGatherManifest
[GatherTextStep3]
CommandletClass=GenerateGatherArchive
[GatherTextStep4]
CommandletClass=GenerateTextLocalizationReport
bWordCountReport=true
WordCountReportName=NewTarget.csv
bConflictReport=true
ConflictReportName=NewTarget_Conflicts.txt
The full error log is (run from command line under game folder):
/UE4Editor.exe /mygame.uproject -Run=GatherText -config=“Config\Localization\NewTarget_Gather.ini” -log > localization.log
[2016.06.14-07.45.02:962][ 0]LogShaderCompilers:Display: Using Local Shader Compiler.
[2016.06.14-07.45.03:720][ 0]LogTemp:Display: Loaded TP WindowsTargetPlatform
[2016.06.14-07.45.03:727][ 0]LogTemp:Display: Loaded TP WindowsNoEditorTargetPlatform
[2016.06.14-07.45.03:733][ 0]LogTemp:Display: Loaded TP WindowsServerTargetPlatform
[2016.06.14-07.45.03:740][ 0]LogTemp:Display: Loaded TP WindowsClientTargetPlatform
[2016.06.14-07.45.03:746][ 0]LogTemp:Display: Loaded TP AllDesktopTargetPlatform
[2016.06.14-07.45.03:753][ 0]LogTemp:Display: Loaded TP AndroidTargetPlatform
[2016.06.14-07.45.03:759][ 0]LogTemp:Display: Loaded TP Android_PVRTCTargetPlatform
[2016.06.14-07.45.03:765][ 0]LogTemp:Display: Loaded TP Android_ATCTargetPlatform
[2016.06.14-07.45.03:772][ 0]LogTemp:Display: Loaded TP Android_DXTTargetPlatform
[2016.06.14-07.45.03:778][ 0]LogTemp:Display: Loaded TP Android_ETC1TargetPlatform
[2016.06.14-07.45.03:784][ 0]LogTemp:Display: Loaded TP Android_ETC2TargetPlatform
[2016.06.14-07.45.03:791][ 0]LogTemp:Display: Loaded TP Android_ASTCTargetPlatform
[2016.06.14-07.45.03:797][ 0]LogTemp:Display: Loaded TP Android_MultiTargetPlatform
[2016.06.14-07.45.03:798][ 0]LogTemp:Display: Loaded TP HTML5TargetPlatform
[2016.06.14-07.45.03:820][ 0]LogTemp:Display: Loaded TP IOSTargetPlatform
[2016.06.14-07.45.03:826][ 0]LogTemp:Display: Loaded TP TVOSTargetPlatform
[2016.06.14-07.45.03:827][ 0]LogTargetPlatformManager:Display: Building Assets For Windows
[2016.06.14-07.45.03:882][ 0]LogDerivedDataCache:Display: Max Cache Size: 512 MB
[2016.06.14-07.45.03:935][ 0]LogDerivedDataCache:Display: Loaded Boot cache: ../../../../gritcore/code/unreal_importer/DerivedDataCache/Boot.ddc
[2016.06.14-07.45.10:016][ 0]LogWindows:Warning: CreateProc failed (2) ..\..\..\Engine\Binaries/Win64/CrashReportClient.exe -Unattended -nullrhi -AppName=UE4-unreal_importer -CrashGUID=UE4CC-Windows-48D99F3E4DAC5D2A4AD9808BAC74EAB1_0000 -DebugSymbols=..\..\..\Engine\Intermediate\Symbols
[2016.06.14-07.45.10:020][ 0]LogWindows:Error: === Critical error: ===
Assertion failed: IsValid() [File:F:\workspace\unreal_gritworld\Engine\Source\Runtime\Core\Public\Templates\SharedPointer.h] [Line: 728]
KERNELBASE.dll
UE4Editor-Core.dll!FOutputDeviceWindowsError::Serialize() [f:\workspace\unreal_gritworld\engine\source\runtime\core\private\windows\windowsplatformoutputdevices.cpp:102]
UE4Editor-Core.dll!FOutputDevice::Logf__VA() [f:\workspace\unreal_gritworld\engine\source\runtime\core\private\misc\outputdevice.cpp:154]
UE4Editor-Core.dll!FDebug::AssertFailed() [f:\workspace\unreal_gritworld\engine\source\runtime\core\private\misc\outputdevice.cpp:440]
UE4Editor-Slate.dll!FSlateApplication::Get() [f:\workspace\unreal_gritworld\engine\source\runtime\slate\public\framework\application\slateapplication.h:157]
UE4Editor-GritCoreSync.dll
UE4Editor-GritCoreSync.dll
UE4Editor-Core.dll!FModuleManager::LoadModuleWithFailureReason() [f:\workspace\unreal_gritworld\engine\source\runtime\core\private\modules\modulemanager.cpp:480]
UE4Editor-Projects.dll!FModuleDescriptor::LoadModulesForPhase() [f:\workspace\unreal_gritworld\engine\source\runtime\projects\private\moduledescriptor.cpp:398]
UE4Editor-Projects.dll!FPluginManager::LoadModulesForEnabledPlugins() [f:\workspace\unreal_gritworld\engine\source\runtime\projects\private\pluginmanager.cpp:540]
UE4Editor.exe!FEngineLoop::LoadStartupModules() [f:\workspace\unreal_gritworld\engine\source\runtime\launch\private\launchengineloop.cpp:2163]
UE4Editor.exe!FEngineLoop::PreInit() [f:\workspace\unreal_gritworld\engine\source\runtime\launch\private\launchengineloop.cpp:1609]
UE4Editor.exe!GuardedMain() [f:\workspace\unreal_gritworld\engine\source\runtime\launch\private\launch.cpp:114]
UE4Editor.exe!GuardedMainWrapper() [f:\workspace\unreal_gritworld\engine\source\runtime\launch\private\windows\launchwindows.cpp:126]
UE4Editor.exe!WinMain() [f:\workspace\unreal_gritworld\engine\source\runtime\launch\private\windows\launchwindows.cpp:200]
UE4Editor.exe!__scrt_common_main_seh() [f:\dd\vctools\crt\vcstartup\src\startup\exe_common.inl:255]
KERNEL32.DLL
ntdll.dll
ntdll.dll
Has anyone had this before? or any suggestions on how to fix this? Thank you!