Packed game Crashes Fatal Error

Hi there,

I’m trying to find out why my game is crashing after packaging Windows version for Shipping.
Fatal error!

Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0xffffffffffffffc0

0x00007ff6362f4ca7 Alpha-Win64-Shipping.exe!UnknownFunction
0x00007ff6361c4fd2 Alpha-Win64-Shipping.exe!UnknownFunction
0x00007ff6361d7bd3 Alpha-Win64-Shipping.exe!UnknownFunction
0x00007ff6361cd7aa Alpha-Win64-Shipping.exe!UnknownFunction
0x00007ff6361d7f39 Alpha-Win64-Shipping.exe!UnknownFunction
0x00007ff6361d717c Alpha-Win64-Shipping.exe!UnknownFunction
0x00007ff6361c5fcf Alpha-Win64-Shipping.exe!UnknownFunction
0x00007ff636346d18 Alpha-Win64-Shipping.exe!UnknownFunction
0x00007ff63634697a Alpha-Win64-Shipping.exe!UnknownFunction
0x00007ff637e2b359 Alpha-Win64-Shipping.exe!UnknownFunction
0x00007ff637e16b56 Alpha-Win64-Shipping.exe!UnknownFunction
0x00007ff637a4e92d Alpha-Win64-Shipping.exe!UnknownFunction
0x00007ff635c01084 Alpha-Win64-Shipping.exe!UnknownFunction
0x00007ff635c0853d Alpha-Win64-Shipping.exe!UnknownFunction
0x00007ff635c0867a Alpha-Win64-Shipping.exe!UnknownFunction
0x00007ff635c09dc4 Alpha-Win64-Shipping.exe!UnknownFunction
0x00007ff635c12a04 Alpha-Win64-Shipping.exe!UnknownFunction
0x00007ff63877f4de Alpha-Win64-Shipping.exe!UnknownFunction
0x00007ff90a817374 KERNEL32.DLL!UnknownFunction
0x00007ff90aedcc91 ntdll.dll!UnknownFunction

The game isn’t failing when built. No errors shown in Editor. No changes in the game since it was working fine.
Packed game is 200 Mb smaller than it should be.

Tried to clean Saved, Intermediate and Cache, nothing is helping.

Any ideas?

Thanks

that callstack says virtually nothing.

though i bet it’s a nullptr access somewhere. you should check that you’re using UPROPERTIES and then ensure you don’t have any other error that leads to nullptr access.

can you try packaging for development and share the logs?

i don’t recall atm if you can enable logs on testing (i think you need a source build).

@nande thanks for your answer.

Development build works fine, no issues.

Shipping build is the one that has an issue.

Tried to enable Full rebuild in settings, makes no difference.

When running Shipping from the Visual Studio I get the following:

Not sure if this is relevant but this is the only error I have found:
‘Alpha-Win64-Shipping.exe’ (Win32): Loaded ‘C:\Windows\WinSxS\amd64_microsoft.windows.common-controls_6595b64144ccf1df_6.0.19041.5915_none_60b4b9d171f9c7c7\comctl32.dll’.
[OVRPlugin][ERROR] ovr_Initialize failed: Unable to load LibOVRRT DLL
(software\oculussdk\integrations\ovrplugin\main\src\util\compositorcapi.cpp:78)

I’m not supporting Hololens or Oculus in my game, only Windows and Mac PC versions.

What am I missing here?

OVR is for oculus, not sure why you have that. maybe disable the plugins for oculus and vr in your project.

it might be a packaging problem, an asset is not being cooked, and then on runtime is null.

but i don’t see why it will happen only on shipping.

try enabling logs on testing or shipping.

you need to add this to your .target.cs

bUseLoggingInShipping = true;


you might need to have this too

BuildEnvironment = TargetBuildEnvironment.Shared;

but you won’t be able to do so unless you have a source version of the engine.

https://forums.unrealengine.com/t/targets-with-a-unique-build-environment-cannot-be-built-with-an-installed-engine/1353217/2

and i don’t recall exactly now if you can do a “testing” build with the binary version either.

in any case i’d suggest to try.

also check your assets packaging settings if you’ve changed them. or how you reference assets. that might cause an issue.

take a look at the warnings when packaging.

also please share the logs for packaging here.

@nande here is the log from Project Launcher:
ProjectLauncher.log (6.1 MB)

With Oculus I just removed the plunging and now there is no error about it.

Meanwhile trying to do what you have suggested. Assets verified successfully with no issues, and I have not touched it for a long time.

bUseLoggingInShipping = true;

This line makes the build fail on compilation

About the Test build here is the error:
UATHelper: Packaging (Windows (64-bit)): ********** BUILD COMMAND STARTED **********
UATHelper: Packaging (Windows (64-bit)): Running: F:\UnrealEngine\UE_4.27\Engine\Binaries\DotNET\UnrealBuildTool.exe Alpha Win64 Test -Project=F:\UnrealEngine\Projects\RTS_BP\Alpha.uproject -Clean -NoHotReload F:\UnrealEngine\Projects\RTS_BP\Alpha.uproject -NoUBTMakefiles -remoteini=“F:\UnrealEngine\Projects\RTS_BP” -skipdeploy -nobuilduht -log=“C:\Users\Al
ex\AppData\Roaming\Unreal Engine\AutomationTool\Logs\F+UnrealEngine+UE_4.27\UBT-Alpha-Win64-Test.txt”
UATHelper: Packaging (Windows (64-bit)): Cleaning Alpha binaries…
UATHelper: Packaging (Windows (64-bit)): Took 0.6027005s to run UnrealBuildTool.exe, ExitCode=0
UATHelper: Packaging (Windows (64-bit)): Running: F:\UnrealEngine\UE_4.27\Engine\Binaries\DotNET\UnrealBuildTool.exe Alpha Win64 Test -Project=F:\UnrealEngine\Projects\RTS_BP\Alpha.uproject F:\UnrealEngine\Projects\RTS_BP\Alpha.uproject -NoUBTMakefiles -remoteini=“F:\UnrealEngine\Projects\RTS_BP” -skipdeploy -Manifest=F:\UnrealEngine\Projects\RTS_BP\Interm
ediate\Build\Manifest.xml -NoHotReload -log=“C:\Users\Alex\AppData\Roaming\Unreal Engine\AutomationTool\Logs\F+UnrealEngine+UE_4.27\UBT-Alpha-Win64-Test_2.txt”
UATHelper: Packaging (Windows (64-bit)): Using ‘git status’ to determine working set for adaptive non-unity build (F:\UnrealEngine\Projects\RTS_BP).
UATHelper: Packaging (Windows (64-bit)): ERROR: Targets cannot be built in the Test configuration with this engine distribution.
PackagingResults: Error: Targets cannot be built in the Test configuration with this engine distribution.
UATHelper: Packaging (Windows (64-bit)): Took 0.645211s to run UnrealBuildTool.exe, ExitCode=6
UATHelper: Packaging (Windows (64-bit)): UnrealBuildTool failed. See log for more details. (

C:\Users\Alex\AppData\Roaming\Unreal Engine\AutomationTool\Logs\F+UnrealEngine+UE_4.27\UBT-Alpha-Win64-Test_2.txt)
UATHelper: Packaging (Windows (64-bit)): AutomationTool exiting with ExitCode=6 (6)
UATHelper: Packaging (Windows (64-bit)): BUILD FAILED
PackagingResults: Error: Unknown Error

UBT-Alpha-Win64-Test_2.txt (5.7 KB) full log

Thanks for your help

1 Like

PackagingResults: Error: Targets cannot be built in the Test configuration with this engine distribution.

yeah, you need the source version to compile in Test.

can you package for shipping and share those logs please?

hmm that’s an interesting symptom. can you please share the errors you find ? otherwise it’s impossible to tell what’s going on.

i think if you’re not trying to ship to oculus, and yet can’t disable that plugin, maybe there’s an issue worth checking.

@nande Forget about Oculus, no longer bothering me.

Here are the logs of Shipping for Windows:

Cook-2025.09.25-22.32.52.txt (107.3 KB)

Log.txt (533.1 KB)

UBT-Alpha-Win64-Shipping.txt (3.2 KB)

UBT-Alpha-Win64-Shipping_2.txt (23.4 KB)

Not sure which one is relevant.

oh great thanks for sharing those!

im glad oculus is done :slight_smile:

the first file you get these errors and warnings
"LogInit: Display: LogUObjectGlobals: Warning: [AssetLog] F:\UnrealEngine\Projects\RTS_BP\Content\WesterTown\Procedural\Nature_Cactus_3.uasset: Failed to load '/Script/FoliagePlugin': Can't find file.
LogInit: Display: LogUObjectGlobals: Warning: [AssetLog] F:\UnrealEngine\Projects\RTS_BP\Content\WesterTown\Procedural\Nature_Cactus_2.uasset: Failed to load '/Script/FoliagePlugin': Can't find file.
LogInit: Display: LogUObjectGlobals: Warning: [AssetLog] F:\UnrealEngine\Projects\RTS_BP\Content\WesterTown\Procedural\Nature_Cactus_1.uasset: Failed to load '/Script/FoliagePlugin': Can't find file.
LogInit: Display: LogPhysicsCore: Warning: PHYSX: (D:\Build\++Fortnite\Sync\Engine\Source\ThirdParty\PhysX3\PhysX_3.4\Source\PhysXCooking\src\convex\QuickHullConvexHullLib.cpp 937) eINTERNAL_ERROR : QuickHullConvexHullLib::findSimplex: Simplex input points appers to be coplanar.
LogInit: Display: LogPhysics: Warning: Failed to cook convex: /Game/Buildings/SM_IDEA_Lumbermill.SM_IDEA_Lumbermill 9 (FlipX:0). The remaining elements will not get cooked.
LogInit: Display: LogPhysics: Warning: Failed to cook convex: /Game/Buildings/SM_IDEA_Lumbermill.SM_IDEA_Lumbermill 9 (FlipX:1). The remaining elements will not get cooked.
LogInit: Display: LogPhysics: Warning: Attempt to build physics data for /Game/Buildings/SM_IDEA_Lumbermill.SM_IDEA_Lumbermill:BodySetup_0 when we are unable to.
LogInit: Display: LogPhysics: Warning: Failed to cook convex: /Game/Buildings/SM_IDEA_Blacksmith.SM_IDEA_Blacksmith 9 (FlipX:0). The remaining elements will not get cooked.
LogInit: Display: LogPhysics: Warning: Failed to cook convex: /Game/Buildings/SM_IDEA_Blacksmith.SM_IDEA_Blacksmith 9 (FlipX:1). The remaining elements will not get cooked.
LogInit: Display: LogPhysics: Warning: Attempt to build physics data for /Game/Buildings/SM_IDEA_Blacksmith.SM_IDEA_Blacksmith:BodySetup_0 when we are unable to.

i wonder if any of those are problematic. some have issues with physx and require resaving the file. some require a missing plugin “foliage”.

there’s also this one which i don’t really know if it’s a problem or how to solve it, but might be.

LogCook: Warning: Unable to find package for cooking /Game/GameSettings/RTSGameMode

i wonder if you imported some assets that required a plugin, or deleted some things that you needed.

Thanks, I also saw it but no idea, today morning everything was fine, then I add some debug function in PlayerController, but nothing new, and after that I cannot build in Shipping. verything that comes from Content\WesterTown is long time here with no changes and I can open it and it works fine.

I do not see any plugin available for Foliage so not sure what is needs.

1 Like

FoliagePlugin is a part of DefaultGame.ini

[/Script/FoliagePlugin.FoliagePluginSettings]
FoliageDataTable=/Game/Blueprints/Structures/FoliageDataTable.FoliageDataTable

Wonder what went wrong with it as I do not have any changes on my Git related to this file from today before the issue.

no problem.

are you sure it was just adding those debug functions?

would you mind sharing those debug functions? at least the declaration.

it you added some #ifdef it might be causing issues on shipping, that would make sense.

also sometimes there’s an issue that is brewing for some time and we find later.

do you use git or perforce? a good option is to do a “binary search” between a know good date and today, and bisect which change broke the build. it could take a day or so to do that, but usually it gives the best results. just make sure to clear intermediate and binaries, and closing the engine before restoring another version.

that’ be a plugin, not part of the .ini. just to be clear semantically. it might still have data in the .ini even if it’s disabled.

i wonder what the issue with it is, i’m not sure sorry.

Thanks, I will take a look tomorrow for all of that as now the deeper I get the more issues I find. Need a break for now.

Thanks anyway for your help.

1 Like

no problem, good luck.

yes i’d recommend to test it with time and slowly and carefully.

maybe make a list of the possible issues and go one at a time.

bisecting the changes on git could really help to narrow down the issues.

good luck!

1 Like

Tried today to pack an empty project, and it works, so the issue is in my project specifically.
Also found that an empty project has Warnings as well, and it doesn’t break the build.

UATHelper: Packaging (Windows (64-bit)): LogCook: Warning: Unable to find package for cooking /Game/TopDownBP/Character/TopDownSkeletalMesh
UATHelper: Packaging (Windows (64-bit)): LogCook: Warning: Unable to find package for cooking /Game/TopDownBP/Character/TopDownIdleRun
UATHelper: Packaging (Windows (64-bit)): LogCook: Display: Cooked packages 0 Packages Remain 88 Total 88
PackagingResults: Warning: Unable to find package for cooking /Game/TopDownBP/Character/TopDownSkeletalMesh
UATHelper: Packaging (Windows (64-bit)): LogCook: Display: Cook Diagnostics: OpenFileHandles=212, VirtualMemory=588MiB
PackagingResults: Warning: Unable to find package for cooking /Game/TopDownBP/Character/TopDownIdleRun

Will dig deeper today. Just sharing my findings for the future.

1 Like

great work. good work on isolating your project.

yes warnings are not a problem really. they are just a hint.

but in your case i had nothing else to go by, so i picked those as starting point.

good luck!