Hello Epic, I am encountering an issue with migrating my project from a launcher version of the engine (4.13) to a version of the engine built from source (also 4.13 release). When launching my project from the source-built engine, I initially encountered an error with my use of a shared DDC over a local network. After reverting my engine config back to use a local DDC, I was able to successfully launch it from the source-built engine. However, if I try to open an existing blueprint, place an existing asset in my level, or load a new level, the editor crashes and the Unreal Crash Report Client fails to open. However, playing the game in editor and creating new assets do not cause a crash. When looking at my project log, I can’t seem to find any error that is related to the crash.
In regards to the Unreal Crash Report Client, I saw the following line in VS2015 after launching the source-built engine:
“Loaded ‘…\Engine\Binaries\Win64\UE4Editor-CrashTracker-Win64-Debug.dll’. Symbols loaded. LogCrashTracker: Crashtracker disabled due to settings”
What are the recommended steps for moving a project from a launcher version of the engine to a source-built version? Additionally, how do I enable the Crashtracker?
I would try to create a new project in the new version of the engine, then migrate the old files folder per folder to the new project. That way I can fifure out which asset is causing it to crash
Thank you for the suggestion. Unfortunately, my project contains a rather large amount of assets and that process would take a considerable amount of time. I will be trying that over the next few days as that seems to be the only way forward without proper error logging.
You should be able to right click on the .uproject file and select the “Switch Unreal Engine Version” option. If your source engine has been loaded at least once it should appear in this dropdown and allow you to update the project’s engine association from 4.13 Binary to 4.13 Source.
I’ve attempted the method you suggested but am still encountering the issue. Would you recommend any further steps in helping me isolate this issue?
Additionally, is it possible to enable the Crashtracker in a source-built version of the engine?
Please describe the errors you encountered for more information. And yes, you can build the CrashReportClient for the source engine through Visual Studio.
When launching my project from the source-built engine, if I try to open an existing blueprint, place an existing asset in my level, or load a new level, the editor crashes and the Unreal Crash Report Client fails to open. However, playing the game in editor and creating new assets do not cause a crash. When looking at my project log, I can’t seem to find any error that is related to the crash.
When I attach the editor process to VS, I get the following error message:
Exception thrown at 0x00007FFDA1BC4C59 (UE4Editor-Core-Win64-Debug.dll) in UE4Editor-Win64-Debug.exe: 0xC00000FD: Stack overflow (parameters: 0x0000000000000001, 0x0000004936C03FF8).
Unhandled exception at 0x00007FFDA1BC4C59 (UE4Editor-Core-Win64-Debug.dll) in UE4Editor-Win64-Debug.exe: 0xC00000FD: Stack overflow (parameters: 0x0000000000000001, 0x0000004936C03FF8).
Exception thrown at 0x00007FFD95AA10FF (UE4Editor-SlateCore-Win64-Debug.dll) in UE4Editor-Win64-Debug.exe: 0xC0000005: Access violation writing location 0x0000004936C00B50.
Additionally, I have still been unable to get the Unreal Crash Reporter to work despite having rebuilt the module in VS.
Can you attach the full project log after the crash occurs? If possible, could you also provide a copy of the project for me to test directly? This can be done by zipping the project and either attaching to a post here or uploading it and providing a download link. You can mark the post for moderators only or send me a PM on the forums if privacy is a concern.
I was able to resolve the issue by changing my build target in VS to Development Editor. Are there any differences I should be aware of when developing my project in the Development Editor environment as opposed to the Debug Editor environment? It seems that my project was hitting a performance limit when built as Debug Editor?
Would it still be of use to the Epic team for me to forward any relevant project logs? My project size is rather large so uploading it would be difficult.
Building using the Debug Editor configuration will include all debug symbols in the build. This does have the potential to cause some performance issues, especially when running within Visual Studio’s debugger. However, it allows you to fully debug both your game as well as the Engine.
DebugGame Editor also includes debug symbols, but only for your game. It only includes minimal symbols for debugging the Engine.
Development Editor is what you will typically use when actually working on your game. This includes minimal debug symbols for both your game and the Engine.
For additional information about the various configurations available, you can check out this page.