Mobile Preview Crashing 4.8r3

Greetings all, I’ve run into an issue when trying to test using the mobile preview.

  1. This started happening after following the Unreal UMG Inventory tutorial on the Unreal Engine Youtube Channel

  2. It runs normally using the play in editor feature

  3. No issues when running from an actual android device

  4. Reiterating point 1, this ran fine before following that turorial

    Here is the crash report:

    Unknown exception - code 00000001 (first/second chance not available)

    "Fatal error: [File:D:\BuildFar

    KERNELBASE
    UE4Editor_Core!FOutputDeviceWindowsError::Serialize() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\core\private\windows\windowsplatformoutputdevices.cpp:95]
    UE4Editor_Core!FOutputDevice::Logf__VA() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\core\private\misc\outputdevice.cpp:144]
    UE4Editor_Core!FDebug::AssertFailed() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\core\private\misc\outputdevice.cpp:360]
    UE4Editor_CoreUObject!StaticAllocateObject() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\coreuobject\private\uobject\uobjectglobals.cpp:1923]
    UE4Editor_CoreUObject!StaticConstructObject_Internal() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\coreuobject\private\uobject\uobjectglobals.cpp:2520]
    UE4Editor_CoreUObject!FLinkerLoad::CreateExport() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\coreuobject\private\uobject\linkerload.cpp:3593]
    UE4Editor_CoreUObject!FLinkerLoad::CreateExportAndPreload() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\coreuobject\private\uobject\linkerload.cpp:2581]
    UE4Editor_CoreUObject!FLinkerLoad::LoadAllObjects() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\coreuobject\private\uobject\linkerload.cpp:2689]
    UE4Editor_CoreUObject!LoadPackageInternal() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\coreuobject\private\uobject\uobjectglobals.cpp:997]
    UE4Editor_Engine!UEngine::LoadMap() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\engine\private\unrealengine.cpp:9123]
    UE4Editor_Engine!UEngine::Browse() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\engine\private\unrealengine.cpp:8360]
    UE4Editor_Engine!UGameInstance::StartGameInstance() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\engine\private\gameinstance.cpp:313]
    UE4Editor_Engine!UGameEngine::Init() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\engine\private\gameengine.cpp:487]
    UE4Editor!FEngineLoop::Init() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\launch\private\launchengineloop.cpp:2026]
    UE4Editor!GuardedMain() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\launch\private\launch.cpp:136]
    UE4Editor!GuardedMainWrapper() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\launch\private\windows\launchwindows.cpp:126]
    UE4Editor!WinMain() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\launch\private\windows\launchwindows.cpp:200]

After deleting all references to every single UMG reference I went through and created, and deleting the classes themselves, I’m still running into the same issue, however, the only difference is the Fatal error marker, it doesn’t seem to be able to parse out all the data before the crash happens, this may be useful to someone:

Unknown exception - code 00000001 (first/second chance not available)

"Fatal error: [File:

The stack trace is the same as above.

Hi DarkBlast47 -

We are attempting to replicate the crash, but if you can please include your Machine ID which appears in the Crash Reporter window when you crash as well make sure if you have not been submitting (Send) your Crash via the Reporter.

Thank You

Eric Ketchum

Sure Eric, I’ve submitted it a few times:
MachineId:C57ECB9746640AA1DCF501B98DCB3C5C
EpicAccountId:b4d5943191954f7c9d90e3bb0b0a5d1c

Hi DarkBlast -

Thank you for the ID, I tracked down the issue, and it has been fixed internally and should be pushed out with the next 4.8 release.

Thank You

Eric Ketchum