UEFN Crashes.

Summary

I have a problem since yesterday when I run the project it loads to 36% and after a while I crash

Unhandled Exception: EXCEPTION_INT_DIVIDE_BY_ZERO

urclib
urclib
urclib
urclib
urclib
urclib
urclib
urclib
urclib
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urclib
UnrealEditorFortnite_Win64_Shipping
UnrealEditorFortnite_Win64_Shipping
UnrealEditorFortnite_Win64_Shipping
UnrealEditorFortnite_Win64_Shipping
UnrealEditorFortnite_Win64_Shipping
UnrealEditorFortnite_Win64_Shipping
UnrealEditorFortnite_Win64_Shipping
UnrealEditorFortnite_Win64_Shipping
UnrealEditorFortnite_Win64_Shipping
UnrealEditorFortnite_Win64_Shipping
UnrealEditorFortnite_Win64_Shipping
UnrealEditorFortnite_Win64_Shipping
UnrealEditorFortnite_Win64_Shipping
kernel32
ntdll

Please select what you are reporting on:

Unreal Editor for Fortnite

What Type of Bug are you experiencing?

Stability

Steps to Reproduce

Just Open Any Project after the v37.00 Update.

Expected Result

The Project would open normally.

Observed Result

UEFN Crashes.

Platform(s)

pc

hi @Aminko_1
Maybe the workaround in this post will help.
Please follow this post as this will hopefully be looked at by Epic Support

CRITICAL BUG REPORT: UEFN Crashes with EXCEPTION_INT_DIVIDE_BY_ZERO After Update 37.00 - General / Issues and Bug Reporting - Epic Developer Community Forums

@aminko_1 Thank you for your report and for your patience. Please see my response and follow along for further updates here: CRITICAL BUG REPORT: UEFN Crashes with EXCEPTION_INT_DIVIDE_BY_ZERO After Update 37.00 - #20 by gxg_work

You provided information that there would be an update today and there is nothing…

Hi Aminko,

Try checking again, you might need to restart your Epic Games Launcher.

An update triggered for me, It’s still reporting as v37.00, but if/when you are able to launch you can hover over the version number in the upper right and see that it was built recently. (Aug 12)

Hi all, confirming the update with the fix went out about 5hours ago

Please let us know if any of you continue to see this problem, but as far as we know currently, this should be resolved.