In some .cpp and .h files made by me i readressed hard references in include’s to updated (but same) libraries in 5.4.1 engine
And basically… Thats it. Of course I also downloaded updated plugins for 5.4.1.
Now, whenever I try to open a blueprint, or a widget blueprint (even if it’s just created) - Unreal constantly crashes.
I also providing one of many crash reports, so maybe who can read and identify problem in it can actually help me to fix it. UECC-Windows-B899C090409E109BD93D8CB53146E4E6_0000.zip (207.4 KB)
Also, I think it’s important to mention, that there is no such problem in a brand new project, only in upgraded one.
I will provide any other info needed to help fix it.
Thanks in advance.
Ah, this one is hard. I’ve gone through logs, and either I’m missing something, or I could not find any NPE, or something similar. Altought there are some unreadable files. There could be that some files got corrupted because of the convert. I hope you have your project in Git, or any other version control.
What I would try is to
BACKUP WHOLE PROJECT FIRST!!!
Delete Binaries, Build, Intermediate, Saved and then recompile project and try again.
Thank you for your reply. Like I said, thankfully no working progress I have lost. I originally made a copy of the project when upgrading to 5.4.1, so the original 5.3.2 project is untouched, but I haven’t had time to do anything on 5.4.1 yet, as I ran into the problem described immediately after the upgrade.
I deleted the specified folders, generated visual studio files just in case, recompiled the project, and it didn’t help. I keep looking for a solution to the problem, no guesses yet.
UPD: Important to mention, i think, is that CPP code compiles well, no errors there.
I took a closer look at the crash logs. As far as I understand, I need to completely cut out NIS (Nvidia Image Scaling) functionality and port the game to a new version of the engine without any nodes from the NIS plugin, because at the moment Nvidia has not released an update of the plugin for 5.4.1.
Still, it’s weird that the engine crashes because some nodes are invalid. Is it possible that under some other circumstances when nodes become invalid the engine crashes? That’s a good question. Also, it’s not clear why even an empty blueprint doesn’t open because of these broken nodes? Maybe they aren’t the problem then? I’m not sure.
Anyway, I’m physically unable to work now, and will continue in the coming days. When I get closer to a solution, or find one at all, I’ll post it here. In the meantime, I will be glad to hear additional suggestions on how to fix this bug.
So, in my case, the crashes happened because I hadn’t removed the logic of some plugins from 5.3.2 that hadn’t yet been released for 5.4.1. Also, on top of that, I discovered that my GameInstance was a child GameInstance object of a third-party plugin. Thus, if I disconnected the third-party plugin - my GameInstance stopped working, and with it all other Blueprints, most likely because GameInstance loaded a lot of important information, because through GameInstance I have implemented a system of saves. This was the reason for me in this particular situation.
As a result, I decided to give up the idea of porting the project to 5.4.1, I will wait for the release of updates for plugins and possibly hotfix 5.4.2, because now there are a lot of critical problems with optimization and engine crashes.