NVIDIA GameWorks Integration

Then I’m afraid it’s out of my hands. It works on my end without issues on both mentioned Soul samples and GW samples so I can’t repro . Are you sure you are now trying to build completely unmodified version of my repo? You later on said you had bunch of changes on top, your issues could be caused by them. And you use the current version on the github and not some earlier one?

Anyway since I can’t repro , best you can do it to debug the cause yourself - which you should do regardless as I’m not officially giving any support for these, these are just made available for people who want to use them.

One way to get proper callstack for :

  • Make a empty UE4.21 c++ project with no starter content using the custom engine (or if you made it with Epic Launcher, after project creation, go to project folder, right click the uproject and use “switch engine version” option to swap the project to target the custom engine build)
  • Add the content that breaks it for you using Epic Launcher, be it that Soul:Cave or Soul:City
  • Open the projects sln file with Visual Studio, make sure UE4 is the default project there (seen in bold on the hierarchy tab), if it’s not default, you can set it by right clicking the project and set it to default startup project there
  • Once solution open on VS and default set to UE4, just hit the green play button (or use menu to start the thing with debugger attached), will launch the UE4 editor with VS debugger attached. Also make sure you’ve haven’t changed the default build conf on project sln, it defaults to “Development Editor” which is the right choice usually.
  • If it crashes, it will throw you back into VS at the moment of crash and you can examine the callstack. The topmost item you see is probably the array.h one but that’s just generic UE4 class that is not likely the cause of your, trace down the callstack and try to see what part of the code actually tries to use the array incorrectly.