Take High Res Screenshot, Fatal error

In the editor, the Take High Res Screenshot works like it is supposed to. In the packaged game, it causes a fatal error crash every time. Is there something you have to do to get it to work in a packaged game?

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can you share the logs?

This is the only log I could find. There is also a dmp file, if that will help.

CrashContext.runtime-xml (43.9 KB)

there should be a log file in the Saved/Logs folder
where that is depends on how you’ve packaged your game. usually under %AppData%/something/something. you can find that online as well.

i can’t really notice much on the one you’ve shared. it looks like some sort of null ptr access, or out of bounds memory access.

That xml was in the saved/crashes folder. The saved/logs folder is empty.

hmmm is that a shipping build? i think those don’t have log enabled. could you try running a development or debug build? (i think test has logs too, but its safer with dev)

Yes, its a shipping build. I can try a different build, but that will take some time. It takes a long while to build. I’ll try dev.

I stand corrected, rebuild and repackage was significantly faster this time. Still nothing in the logs folder.

EDIT: Logs is empty in Debug build too.

that is very odd. iirc, i think dev and shipping use different folders for settings and logs.
dev build, i think, uses a local folder closer to the binary.

There is nothing in the entire package folder with log in the name. I have additional folders (for each crash) in the saved/crashes folder, so it looks like it used the same folders for each package.

I left most things as default in the packaging settings, except for adding the levels I wanted included, the spash screen, and the icon. Can you think of another place I can look?

I fixed it by using a console command instead:

It’s odd that this works, but the take high res screenshot node does not…

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great work. indeed it’s odd.
though high res screenshot it’s a really finicky and hackish feature. it’s really hard to get it right.
also beware that, afaik, it doesn’t trigger immediately, but instead it’s scheduled for next frame.

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