You do not have any debugging symbols required to display the callstack for this crash.
This is my exact crash report and I do not know how to open my project file whatsoever. Every time I try to open it the same crash report comes up at 93% loading of the project.
Bit of background on what I’ve been working on:
I was implimenting an inventory system for a FP-Survival-Horror when all of a sudden right as I was about to impliment the actual button to open it UE4 decided to crash and never open that project again; I’ve been working on that project for over 150 hours now and I need it back. Please tell me there’s a way to open it or an alternative.
If this is the wrong thread I apologise but I had absolutely no Idea where to take a problem like crash reports other than the “make Unreal Engine 4 Better!” part…
Is it a Blueprint or C++ based project?
If C++: There may be some bade code that is causing this(Ex: null pointer dereference).
You can also rebuild from inside Visual Studio.
You Also don’t mention the engine version.
Can you attach/post the log for the project? (Located at: <Project Dir>\Saved\Logs)
Agreed, source control setup doesn’t take much time and is incredibly useful in these situations.
If you’re using C++, I’d also side with ryan that it’s possible that you’re having a null pointer exception. You can debug the game via VS and it’ll automatically show you the exception that is happening.
It looks like somewhere in your code you are using something like: MyActorReference->GetName( ) but the MyActorReference is null, causing an access violation (crash).
Go through the code and see where you are using GetName( ) and make sure that the Actor calling it is valid, then try to recompile.
What’s VS? Is there a difference in source control stability vs backing up the entire file? I’ve noticed that per-file-backups don’t happen regularly upon each save. Is a stash/git option available for BPs?
Would that cause the entire editor to not load? Even if there is an error like that, why would the editor not load versus load and just indicate a broken node/remove the node. It seems like a significant bug that it would prevent the applic
You can access source control from outside the editor, though, and being able to dismiss/revert a bad change has saved my *** a couple of times already.
I know this is an old post, but for anyone else arriving here, the solution for my issue was to remove everything in /Binaries/Win64/ and let the engine recompile those