Wow, you’re a real miracle doctor!!!
Hello!
I have the same problem!
i’ve seen that you somehow get log of the compiled game. Where can i find this feature and enable it?
I have a very easy fix that worked for me!
I made a new project and just copied and pasted the content folder into that one. There was only one hiccup you can read below.
More details:
My project is blueprint only
Its a very small, simple project. I’m not sure how well this would work in larger cases
I made a new project of the same version
Deleted the content folder in the new project
Copied and pasted the content folder from the old into the new one
That’s it
The hiccup - I had to manually fix up things like input actions, collision channels, and which game mode to use for the level. This is why I’m unsure how easy this will be for larger projects
Adding a c++ file like suggested messed me up more cause then I couldn’t build the project files. I couldn’t get in the project to do anything. My project was frigged and this idea saved me from that problem plus the original one where it just wasn’t running
Let me tell my story. Hope it’ll help someone to get through faster.
I had the same silent shutdown of the packaged Shipping build.
No evidence in the System or App Event logs. No exceptions if started with the debugger. Exit code 0. No missing file (checked with Process Monitor). No output if run from the terminal.
I switched to the Development build - same behaviour.
But after trying to run the Development build from the Debugger, I’ve got the exit code from the main process, which was probably consumed by the launcher app (in all other run configurations, or maybe managed to miss it).
The code appeared to be:
exited with code 777006 (0xbdb2e)
Which appeared to correspond to a constant: CrashDuringStaticInit
Then it was easy to find a recent change, with the initialization of a static variable with a value that wasn’t ready at app start time (but was already initialized in the Editor, where everything worked fine, of course).