I have been developing a game in UE 4.13, and decided to upgrade to UE 4.14. Almost everything works fine, except my main menu. by enabling and disabling parts of the blueprint, I’ve found the culprit: the ‘Get Supported Fullscreen Resolutions’ node.
When this node is enabled, simply trying to play the game in the editor crashes Unreal Engine, and trying to play outside the editor fails. Disabling this node fixes it, even if I keep everything after this node enabled.
It was a hell of a task trying to find the problem, too. None of the crash logs indicated in any way that this was the problem. Can still provide those if you want.
Since this is a default node provided by the engine, there’s not really anything I can do on my end to fix it, it would seem.
I was unable to reproduce this issue on our end with the information provided. I have a few questions for you that will help narrow down what issue it is that you are experiencing.
Quick questions:
Can you reproduce this issue in a clean project?
If so, could you provide detailed list of steps to reproduce this issue on our end?
Could you provide screen shots of any blueprints/settings that may be involved with this issue?
All it’s trying to do it get the supported resolutions, turn them into strings and add them to the combo box .
But if I disable the “Get Supported Resolutions” node, it works fine (except, obviously, the combobox that’s supposed to list the resolutions).
And I know it’s the Get Supported Resolutions node, and not the parts after it, because if I attach the Supported Resolutions node, but disconnect everything after it, it still crashes.
Okay, after fiddling with it (just enabling and disabling things), making sure my graphics drivers were up to date, restarting my computer, all the normal troubleshooting, I still have the problem, but now somehow it’s on a different node?
It’s the same section, but now the “Clear Options” node is causing the crash. So it’s that same section, but now this works:
Okay, new update, after leaving it over night, without changing anything, it let me play in editor without everything crashing.
However, clicking the options button would still crash everything. I disabled re-loading options when the button is clicked, and it fixed that. All seemed well, until I tried building the game. That still fails, but the reason it gives is even weirder - Some GearVR module is apparently at fault?
Specifically, it tells me this:
UE4Game: LogModuleManager:Warning: ModuleManager: Module 'GearVR' not found - its StaticallyLinkedModuleInitializers function is null.
I picked through the log to see what the exact problem was, and it had something to do with the module manager itself I think? It crashed, and when I tried to build it again, I couldn’t (it’d say it was building, and do nothing).
I’m verifying my UE 4.14.0 install now. Maybe that was the problem? Who dafuq knows at this point.
After verifying, it still can’t build the game. Here’s the Gear VR error I’m getting:
And here’s the output from the log:
LogPlayLevel: UE4Game: LogModuleManager:Warning: ModuleManager: Module 'XMPP' not found - its StaticallyLinkedModuleInitializers function is null.LogModuleManager:Warning: ModuleManager: Module 'GearVR' not found - its StaticallyLinkedModuleInitializers function is null.
LogPlayLevel: UE4Game:
LogPlayLevel: UE4Game: LogModuleManager:Warning: ModuleManager: Module 'GearVR' not found - its StaticallyLinkedModuleInitializers function is null.
LogPlayLevel: Program.Main: ERROR: AutomationTool terminated with exception: AutomationTool.AutomationException: Client exited with error code: 1
LogPlayLevel: at Project.RunStandaloneClient(List`1 DeployContextList, String ClientLogFile, ERunOptions ClientRunFlags, String ClientApp, String ClientCmdLine, ProjectParams Params)
LogPlayLevel: at Project.RunInternal(ProjectParams Params, String ServerLogFile, String ClientLogFile)
LogPlayLevel: at Project.Run(ProjectParams Params)
LogPlayLevel: at BuildCookRun.DoBuildCookRun(ProjectParams Params)
LogPlayLevel: at AutomationTool.BuildCommand.Execute()
LogPlayLevel: at AutomationTool.Automation.Execute(List`1 CommandsToExecute, CaselessDictionary`1 Commands)
LogPlayLevel: at AutomationTool.Automation.Process(String[] Arguments)
LogPlayLevel: at AutomationTool.Program.MainProc(Object )
LogPlayLevel: at AutomationTool.InternalUtils.RunSingleInstance(Func`2 Main, Object )
LogPlayLevel: at AutomationTool.Program.Main()
LogPlayLevel: Program.Main: AutomationTool exiting with ExitCode=1 (Error_Unknown)
LogPlayLevel: Completed Launch On Stage: Run Task, Time: 28.531796
LogPlayLevel: BUILD FAILED
PackagingResults:Error: Error Launch failed! Unknown Error
Disabling the Gear VR plugin in the plugin manager fixed the problem. Now I can both build the game, and play it in-editor. fortunately, this isn’t a VR title, so that being disabled doesn’t really matter.
Still, seems like a problem y’all should look into if y’all can. Everything was fine until I upgraded to UE 4.14.0, and something about that upgrade broke the Gear VR plugin or something like that.
Thank you for the additional information on this issue. I am happy to hear that you have things working on your end. I will be marking your last comment as the answer for this thread. However, if the issue returns please feel free to reopen this issue and I will be happy to assist you further.