Standalone crash

After building the game and attempting to play the build, I am getting a crash error.

Fatal error: [File:D:\Build++UE4+Release-4.15+Compile\Sync\Engine\Source\Runtime\Engine\Private\GlobalShader.cpp] [Line: 353]
Missing global shader FPixelShaderDeclaration, Please make sure cooking was successful.

UE4Game!FDebug::AssertFailed()
UE4Game!VerifyGlobalShaders()
UE4Game!GetGlobalShaderMap()
UE4Game!FEngineLoop::PreInit()
UE4Game!GuardedMain()
UE4Game!GuardedMainWrapper()
UE4Game!WinMain()
UE4Game!__scrt_common_main_seh()
kernel32
ntdll

I have just updated from 4.10.4 and didn’t have this issue in that version.

Is there something simple that I am missing?

Hello Unfamillia,

Can you post the full log from your crash?

Hi ,

I have attached the full crash log.

Thanks for taking the time to reply.

The log you sent looks like the log from building the project. Can you post the full message from the crash when the crash window appears?

Thanks!

The text above (in the original question) is all that showed in the crash reporter. Unless it would appear as a file somewhere else?

Hello Unfamillia,

Sorry for the delay in response. I have a couple more questions about the issue you are experiencing.

  1. Are you packaging to a network, specifically a google drive?
  2. Are all of your nodes updated, looking through your cooking log, you have a set input Game and UI that is deprecated across multiple levels?

Looking further into your logs, one of your levels, test.level has two fatal warnings and this could be causing your package to crash. I would review all the warnings in your cook logs, as fixing these warning may solve the issue you are having.

Hi ,

Thanks for the reply.

  1. Yes, I am in fact, exporting to my Google Drive, using the desktop application. Would you advise against that?
  2. I have fixed all the deprecated nodes within the levels that I wanted to pack, which throws the question, why did it try to pack all the levels? I will have to check the project settings. The test level is literally just a test level, in which I try new blueprints, traps and enemies, so, I would definitely, not want that to be packed in the final game.

I will try a few things and get back to you.

Packaging to a network such as google drive can cause packing issues. I strongly advise packing to your local machine then uploading your project to google drive.