UE Project crashing on launch, but only on some Computers

Hello,

I’m a student in Video Games, and since a few days, my project (UE 4.9.2) crashes every times I Launch it on my laptop. But it works fine when I launch it on my Desktop, Also, Any other project (old ones and new blank projects) work fine on my laptop… Unfortunatly, I don’t have access to my desktop a lot.

Same problem at school, where the project crashes on most of the computers, but not all of them (even if they are supposed to have the same configurations and GPU Drivers Updates).

I tried:

  • Update GPU Driver /-it still crashes-

  • Delete every saves of the project on my laptop; Modify and save a new version on my Desktop; Open it on may laptop /-it still crashes-

I found a similar topic but it did not help me so far:

Thank you in advance.

[link text][1]

91041-

Apprenti90,

Could you please upload your logs again? I am unable to open them each time I attempt to. Please also include the dxdiag from the computers that you’re having trouble with.

Looking forward to hearing back, thanks!

Hello,

Here is the [log][1] and I guess the ‘dxdiag’ is the [diagnostics.txt file][2].

Thanks for the reply.

91315-tfa_sf.log (15.3 KB)
[2]: 91316-diagnostics.txt (50.4 KB)

And I Don’t know if the problems are linked, but I just saw I can’t package my Project.

Here are the last lines of the output log:

   (...)
MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2016.05.21-17.48.52:023][  0]LogPhysics:Warning: PHYSX: ..\..\PhysX\src\NpScene.cpp (2946) 8 : PxScene::unlockWrite() called without matching call to PxScene::lockWrite(), behaviour will be undefined.
MainFrameActions: Packaging (Windows (64-bit)): UE4Editor-Cmd: [2016.05.21-17.48.52:024][  0]LogPhysics:Warning: PHYSX: ..\..\PhysX\src\NpScene.cpp (2946) 8 : PxScene::unlockWrite() called without matching call to PxScene::lockWrite(), behaviour will be undefined.
    MainFrameActions: Packaging (Windows (64-bit)): CommandUtils.Run: Run: Took 58,2594593s to run UE4Editor-Cmd.exe, ExitCode=3
    MainFrameActions: Packaging (Windows (64-bit)): Project.Cook: Cook failed. Deleting cooked data.
    MainFrameActions: Packaging (Windows (64-bit)): BuildCommand.Execute: ERROR: BUILD FAILED
    MainFrameActions: Packaging (Windows (64-bit)): Program.Main: ERROR: AutomationTool terminated with exception:
    MainFrameActions: Packaging (Windows (64-bit)): Program.Main: ERROR: Exception in AutomationScripts.Automation: Cook failed.
    MainFrameActions: Packaging (Windows (64-bit)): Stacktrace:    à Project.Cook(ProjectParams Params)
    MainFrameActions: Packaging (Windows (64-bit)):    à BuildCookRun.DoBuildCookRun(ProjectParams Params)
    MainFrameActions: Packaging (Windows (64-bit)):    à BuildCommand.Execute()
    MainFrameActions: Packaging (Windows (64-bit)):    à AutomationTool.Automation.Execute(List`1 CommandsToExecute, CaselessDictionary`1 Commands)
    MainFrameActions: Packaging (Windows (64-bit)):    à AutomationTool.Automation.Process(String[] CommandLine)
    MainFrameActions: Packaging (Windows (64-bit)):    à AutomationTool.Program.MainProc(Object Param)
    MainFrameActions: Packaging (Windows (64-bit)):    à AutomationTool.InternalUtils.RunSingleInstance(Action`1 Main, Object Param)
    MainFrameActions: Packaging (Windows (64-bit)):    à AutomationTool.Program.Main()InnerException in AutomationUtils.Automation: BUILD FAILED: Failed while running Cook for D:\Users\\Bureau\TFA_sf\TFA_sf.uproject; see log C:\Users\\AppData\Roaming\Unreal Engine\AutomationTool\Logs\D+Progammes+Epic+Games+Epic+Games+4.9\Cook-2016.05.21-19.21.28.txt
    MainFrameActions: Packaging (Windows (64-bit)): Stacktrace:    à AutomationTool.CommandUtils.RunCommandlet(String ProjectName, String UE4Exe, String Commandlet, String Parameters)
    MainFrameActions: Packaging (Windows (64-bit)):    à Project.Cook(ProjectParams Params)
    MainFrameActions: Packaging (Windows (64-bit)): ProcessManager.KillAll: Trying to kill 0 spawned processes.
    MainFrameActions: Packaging (Windows (64-bit)): Program.Main: AutomationTool exiting with ExitCode=Error_UnknownCookFailure
    MainFrameActions: Packaging (Windows (64-bit)): Domain_ProcessExit
    MainFrameActions: Packaging (Windows (64-bit)): copying UAT log files...
    MainFrameActions: Packaging (Windows (64-bit))
    MainFrameActions: Packaging (Windows (64-bit)): RunUAT.bat ERROR: AutomationTool was unable to run successfully.
    MainFrameActions: Packaging (Windows (64-bit)): BUILD FAILED
    PackagingResults:Error: Error Unknown Cook Failure

Please follow [this link][1] to fix the NPScene.cpp issue. Regarding the logs provided, I do not see your DxDiag logs. To get your DXDiag logs, please go to Run and type in “dxdiag” and hit enter. The DirectX Diagnostic Tool will open up. Just click on the ‘Save All Information…’ button and then upload those to your next reply.

Let me know if the AnswerHub I provided you does not fix the NPScene.cpp issue.

Thanks!

Android package : Cooking failed - Mobile - Epic Developer Community Forums

The ‘Build Failed’ issue has been fixed today by creating a new project and Duplicating all the .uasset in the new project.

Here is the [DXDiag file][1].

Thanks for searching.

91859-dxdiag.txt (102 KB)

Hy,

I don’t know if it can help to find a solution, but I noticed today that my project also crashes or not depending on the Windows session I was logged in to.

Looking over your DXDiag logs, your computer looks as though it should be able to handle the editor without any trouble. UE-29612 is related to the build error you were receiving. It has been fixed and you should not run into this build failure in 4.12.

Moving your assets/files over to a new project seems to be the best way to resolve the issue if deleting your intermediate, config and saved files do not help.

Thanks!