Unreal Engine 4.8.3 Crash on Launch

I’ve been trying to debug my unreal engine not printing out GEngine logs in game. My project worked until one time and it crashed. Now it loads to 73% and crashes everytime.

I’ve attached the log.

MachineID: 413522AA43976CE3C9FAE580C35D04C3

[2016.02.11-12.25.11:506][  0]Log file open, 02/11/16 12:25:11
[2016.02.11-12.25.11:506][  0]LogInit:Display: Running engine for game: SacredHeartBeat
[2016.02.11-12.25.11:506][  0]LogInit:Display: RandInit(1314775547) SRandInit(1314775548).
[2016.02.11-12.25.11:506][  0]LogTaskGraph: Started task graph with 4 named threads and 5 total threads.
[2016.02.11-12.25.11:506][  0]LogStats: Stats thread started
[2016.02.11-12.25.11:506][  0]LogInit: Version: 4.8.3-2634408+++depot+UE4-Releases+4.8
[2016.02.11-12.25.11:506][  0]LogInit: API Version: 2579680
[2016.02.11-12.25.11:506][  0]LogInit: Compiled (64-bit): Jul 27 2015 16:24:33
[2016.02.11-12.25.11:506][  0]LogInit: Compiled with Visual C++: 18.00.21005.01
[2016.02.11-12.25.11:506][  0]LogInit: Build Configuration: Development
[2016.02.11-12.25.11:506][  0]LogInit: Branch Name: ++depot+UE4-Releases+4.8
[2016.02.11-12.25.11:506][  0]LogInit: Command line:  
[2016.02.11-12.25.11:506][  0]LogInit: Base directory: C:/Program Files/Epic Games/4.8/Engine/Binaries/Win64/
[2016.02.11-12.25.11:506][  0]LogInit: Rocket: 1
[2016.02.11-12.25.11:552][  0]LogInit: Using libcurl 7.41.0
[2016.02.11-12.25.11:552][  0]LogInit:  - built for x86_64-pc-win32
[2016.02.11-12.25.11:552][  0]LogInit:  - supports SSL with WinSSL
[2016.02.11-12.25.11:552][  0]LogInit:  - other features:
[2016.02.11-12.25.11:552][  0]LogInit:      CURL_VERSION_SSL
[2016.02.11-12.25.11:552][  0]LogInit:      CURL_VERSION_IPV6
[2016.02.11-12.25.11:552][  0]LogInit:      CURL_VERSION_ASYNCHDNS
[2016.02.11-12.25.11:552][  0]LogInit:      CURL_VERSION_LARGEFILE
[2016.02.11-12.25.11:552][  0]LogInit:      CURL_VERSION_IDN
[2016.02.11-12.25.11:552][  0]LogInit:  CurlRequestOptions (configurable via config and command line):
[2016.02.11-12.25.11:552][  0]LogInit:  - bVerifyPeer = true  - Libcurl will verify peer certificate
[2016.02.11-12.25.11:552][  0]LogInit:  - bUseHttpProxy = false  - Libcurl will NOT use HTTP proxy
[2016.02.11-12.25.11:552][  0]LogInit:  - bDontReuseConnections = false  - Libcurl will reuse connections
[2016.02.11-12.25.11:552][  0]LogInit:  - CertBundlePath = nullptr  - Libcurl will use whatever was configured at build time.
[2016.02.11-12.25.11:588][  0]LogOnline:Warning: No default platform service specified for OnlineSubsystem
[2016.02.11-12.25.11:630][  0]LogInit: Presizing for 0 objects not considered by GC, pre-allocating 0 bytes.
[2016.02.11-12.25.11:641][  0]LogInit: Object subsystem initialized
[2016.02.11-12.25.11:642][  0]LogConsoleResponse:Warning: Skipping Unknown console variable: 'TranslucentSortAxis = (X=0.000000,Y=-1.000000,Z=0.000000)'
[2016.02.11-12.25.11:642][  0]LogConsoleResponse:Warning:   Found in ini file 'C:/Users/Conor/Documents/Unreal Projects/SacredHeartBeat/Saved/Config/Windows/Engine.ini', in section '[/Script/Engine.RendererSettings]'
[2016.02.11-12.25.11:643][  0]LogConsoleResponse:Warning: Skipping Unknown console variable: 'UIScaleRule = ShortestSide'
[2016.02.11-12.25.11:643][  0]LogConsoleResponse:Warning:   Found in ini file 'C:/Users/Conor/Documents/Unreal Projects/SacredHeartBeat/Saved/Config/Windows/Engine.ini', in section '[/Script/Engine.RendererSettings]'
[2016.02.11-12.25.11:643][  0]LogConsoleResponse:Warning: Skipping Unknown console variable: 'UIScaleCurve = (EditorCurveData=(Keys=),ExternalCurve=None)'
[2016.02.11-12.25.11:643][  0]LogConsoleResponse:Warning:   Found in ini file 'C:/Users/Conor/Documents/Unreal Projects/SacredHeartBeat/Saved/Config/Windows/Engine.ini', in section '[/Script/Engine.RendererSettings]'
[2016.02.11-12.25.11:643][  0]LogInit: Selected Device Profile: [Windows]
[2016.02.11-12.25.11:643][  0]LogInit: Applying CVar settings loaded from the selected device profile: [Windows]
[2016.02.11-12.25.11:661][  0]LogInit: Computer: CONOR-PC
[2016.02.11-12.25.11:661][  0]LogInit: User: Conor
[2016.02.11-12.25.11:661][  0]LogInit: CPU Page size=4096, Cores=2
[2016.02.11-12.25.11:661][  0]LogInit: High frequency timer resolution =3.531246 MHz
[2016.02.11-12.25.11:661][  0]LogMemory: Memory total: Physical=16.0GB (16GB approx)
[2016.02.11-12.25.11:662][  0]LogMemory: Platform Memory Stats for Windows
[2016.02.11-12.25.11:662][  0]LogMemory: Process Physical Memory: 52.14 MB used, 52.14 MB peak
[2016.02.11-12.25.11:662][  0]LogMemory: Process Virtual Memory: 22.56 MB used, 22.56 MB peak
[2016.02.11-12.25.11:662][  0]LogMemory: Physical Memory: 5292.61 MB used, 16381.55 MB total
[2016.02.11-12.25.11:662][  0]LogMemory: Virtual Memory: 313.71 MB used, 134217728.00 MB total
[2016.02.11-12.25.11:772][  0]LogTextLocalizationManager: The requested culture ('en_US') has no localization data; parent culture's ('en') localization data will be used.
[2016.02.11-12.25.12:062][  0]LogTextLocalizationManager:Warning: Loaded localization resources contain conflicting entries for (Namespace:ContentBrowser, Key:ImportAssetToolTip):
Localization Resource: (C:/Program Files/Epic Games/4.8/Engine/Content/Localization/Editor/en/Editor.locres) Source String Hash: (-630476809) Localized String: (Import to {0}...)
Localization Resource: (C:/Program Files/Epic Games/4.8/Engine/Content/Localization/Editor/en/Editor.locres) Source String Hash: (1271782899) Localized String: (Imports an asset from file to this folder.)
[2016.02.11-12.25.12:603][  0]LogD3D11RHI: Found D3D11 adapter 0: NVIDIA GeForce GTX 660   (Feature Level 11_0)
[2016.02.11-12.25.12:603][  0]LogD3D11RHI: Adapter has 1988MB of dedicated video memory, 0MB of dedicated system memory, and 8190MB of shared system memory, 1 output[s]
[2016.02.11-12.25.12:607][  0]LogD3D11RHI: Found D3D11 adapter 1: Microsoft Basic Render Driver (Feature Level 11_0)
[2016.02.11-12.25.12:607][  0]LogD3D11RHI: Adapter has 0MB of dedicated video memory, 0MB of dedicated system memory, and 8190MB of shared system memory, 0 output[s]
[2016.02.11-12.25.12:607][  0]LogD3D11RHI: Chosen D3D11 Adapter Id = 0
[2016.02.11-12.25.12:615][  0]LogD3D11RHI: InitD3DDevice
[2016.02.11-12.25.12:615][  0]LogD3D11RHI: !Direct3DDevice
[2016.02.11-12.25.12:615][  0]LogRHI: Texture pool is 1361 MB (70% of 1945 MB)
[2016.02.11-12.25.12:649][  0]LogD3D11RHI: Async texture creation enabled
[2016.02.11-12.25.12:666][  0]LogShaderCompilers:Display: Using Local Shader Compiler.
[2016.02.11-12.25.13:967][  0]LogTemp:Display: Loaded TP DesktopTargetPlatform
[2016.02.11-12.25.14:012][  0]LogTemp:Display: Loaded TP WindowsClientTargetPlatform
[2016.02.11-12.25.14:055][  0]LogTemp:Display: Loaded TP WindowsNoEditorTargetPlatform
[2016.02.11-12.25.14:097][  0]LogTemp:Display: Loaded TP WindowsServerTargetPlatform
[2016.02.11-12.25.14:144][  0]LogTemp:Display: Loaded TP WindowsTargetPlatform
[2016.02.11-12.25.14:185][  0]LogTemp:Display: Loaded TP AndroidTargetPlatform
[2016.02.11-12.25.14:224][  0]LogTemp:Display: Loaded TP Android_ASTCTargetPlatform
[2016.02.11-12.25.14:262][  0]LogTemp:Display: Loaded TP Android_ATCTargetPlatform
[2016.02.11-12.25.14:302][  0]LogTemp:Display: Loaded TP Android_DXTTargetPlatform
[2016.02.11-12.25.14:342][  0]LogTemp:Display: Loaded TP Android_ETC1TargetPlatform
[2016.02.11-12.25.14:381][  0]LogTemp:Display: Loaded TP Android_ETC2TargetPlatform
[2016.02.11-12.25.14:419][  0]LogTemp:Display: Loaded TP Android_PVRTCTargetPlatform
[2016.02.11-12.25.14:545][  0]LogTemp:Display: Loaded TP IOSTargetPlatform
[2016.02.11-12.25.14:582][  0]LogTemp:Display: Loaded TP LinuxNoEditorTargetPlatform
[2016.02.11-12.25.14:620][  0]LogTemp:Display: Loaded TP LinuxServerTargetPlatform
[2016.02.11-12.25.14:662][  0]LogTemp:Display: Loaded TP LinuxTargetPlatform
[2016.02.11-12.25.14:662][  0]LogTargetPlatformManager:Display: Building Assets For Windows
[2016.02.11-12.25.15:312][  0]LogDerivedDataCache:Display: Max Cache Size: 512 MB
[2016.02.11-12.25.15:447][  0]LogDerivedDataCache: Loaded boot cache 0.14s 75MB C:/Users/Conor/AppData/Local/UnrealEngine/4.8/DerivedDataCache/Boot.ddc.
[2016.02.11-12.25.15:447][  0]LogDerivedDataCache:Display: Loaded Boot cache: C:/Users/Conor/AppData/Local/UnrealEngine/4.8/DerivedDataCache/Boot.ddc
[2016.02.11-12.25.15:448][  0]LogDerivedDataCache: FDe

Any Idea?

Hello,

  • Try deleting your project’s Saved and Intermediate folders, and then opening the project again.
  • Did you ensure to hit send on the Crash Report window?
  • Have you attempted to open the project in a later version of the engine?

Hi Sean,

I’ve deleted the saved and intermediate folders and reopened, it crashes at 73% still.

The windows crash box comes up, the unreal engine crash reporter doesnt come up for me.

I tried to open the project in 4.9 but it crashes at 73% also!

Dxdiag:

   -----------
    System Information
    ------------------
          Time of this report: 2/11/2016, 15:41:21
                 Machine name: CONOR-PC
             Operating System: Windows 10 Home 64-bit (10.0, Build 10586) (10586.th2_release.160126-1819)
                     Language: English (Regional Setting: English)
          System Manufacturer: Gigabyte Technology Co., Ltd.
                 System Model: GA-78LMT-S2P
                         BIOS: Award Modular BIOS v6.00PG
                    Processor: AMD FX(tm)-4100 Quad-Core Processor             (4 CPUs), ~3.6GHz
                       Memory: 16384MB RAM
          Available OS Memory: 16382MB RAM
                    Page File: 8833MB used, 23932MB available
                  Windows Dir: C:\WINDOWS
              DirectX Version: 12
          DX Setup Parameters: Not found
             User DPI Setting: Using System DPI
           System DPI Setting: 96 DPI (100 percent)
              DWM DPI Scaling: Disabled
                     Miracast: Not Available
    Microsoft Graphics Hybrid: Not Supported

As for the .sln, it’s this part of code in the gamemode I believe is the source

  // set default pawn class to our Blueprinted character
    	static ConstructorHelpers::FClassFinder<APawn> PlayerPawnClassFinder(TEXT("/Game/FirstPerson/Blueprints/FirstPersonCharacter"));
    	DefaultPawnClass = PlayerPawnClassFinder.Class;
    
    	// use our custom HUD class
    	HUDClass = ASacredHeartBeatHUD::StaticClass();
    		
    	printf("Welcome to the serial test app!\n\n");
    
    	SerialClass* SP = new SerialClass(L"COM3");    // adjust as needed
    
    	if (SP->IsConnected())
    	{
    		printf("We're Connected");
        }
    
    	char incomingData[3] = "";			// don't forget to pre-allocate memory
    	//printf("%s\n",incomingData);
    	int dataLength = 3;
    	int readResult = 0;
    
---->    	while (SP->IsConnected())
    	{
    		readResult = SP->ReadData(incomingData, dataLength);
    		// printf("Bytes read: (0 means no data available) %i\n",readResult);
    		incomingData[readResult] = 0;
    		//UE_LOG(LogTemp, Warning, TEXT("%s"), *incomingData);
    		//GEngine->AddOnScreenDebugMessage(-1, 15.0f, FColor::Red, incomingData);
    
    		Sleep(500);
    	}

Thank you for providing the additional information and for trying the suggestions I offered.

Could you open the .sln in Visual Studio, and then provide the code that you were attempting to debug so I can see if there may be any errors in the code that could be causing the crash?

Also, could you please provide your dxdiag?

For the dxdiag, could you please provide the entire report? To do this, run the dxdiag command and then click the Save All Information button located in the bottom right area of the window. Then save the .txt file and attach it to a comment. Thank you

I apologize! I’ve attached it herelink text

Thank you. Does this crash occur if you attempt to open a clean project?

Nope! I tried making a new project and it all was ok, until I added the while loop in the gamemode file and then it crashed and would continue to crash. The problem is I cant get back into the game to do a hot reload.

So the project began to crash after you added a specific line of code? Could you please provide the code that you added that caused the crash?

char incomingData[3] = “”; // don’t forget to pre-allocate memory
//printf("%s\n",incomingData);
int dataLength = 3;
int readResult = 0;

 ---->        while (SP->IsConnected())
         {
             readResult = SP->ReadData(incomingData, dataLength);
             // printf("Bytes read: (0 means no data available) %i\n",readResult);
             incomingData[readResult] = 0;
             //UE_LOG(LogTemp, Warning, TEXT("%s"), *incomingData);
             //GEngine->AddOnScreenDebugMessage(-1, 15.0f, FColor::Red, incomingData);
     
             Sleep(500);
         }

Specifically the

                 //UE_LOG(LogTemp, Warning, TEXT("%s"), *incomingData);
                 //GEngine->AddOnScreenDebugMessage(-1, 15.0f, FColor::Red, incomingData);

lines of code.

Thank you for providing the code. Could you be a bit more specific as far as what class you have this code placed in?

This is in my gamemode.cpp file

I have attempted to reproduce your issue, but have not been able to do so in a clean project as of yet. Could you please zip up your project and provide me with a link to Dropbox where I can download it? If you’d like to keep it private, you can send me a PM on the forums: https://forums.unrealengine.com/member.php?160394-Sean-Flint

After spending some time looking at your code, I realized that while (SP->IsConnected()) may never be returning false. When I changed the condition of the while loop to something that I knew would fail, the project opened successfully. Could you try to do some testing on your end to discover if that loop is actually ever ending?

Hi Sean,

That loop is meant to run constantly as it’s polling the serial port, I changed it to something that would fail and rebuilt the entire project. upon loading , it stuck at 73% and crashed again.

I changed the condition of the while loop to this: while (incomingData[1] != NULL), built the project, and then opened the .uproject file successfully. Could you give that particular condition a try and see if your project opens? Thank you.

Hi Sean,

You are a life saver! I did that, had some problems loading. A configuration manager setting reverted but now it loads in!

Thank you so much!