Unreal project not working on other computers

Hello,

Going to keep this short and sweet and hopefully someone can help me. When I try to package my project in Unreal 5, it works perfectly fine on my local computer. When I upload it to google drive and try to download it on a new machine, it stops working. The game won’t open at all and the crash reporter has not been helpful. When I try to transfer the project using a USB thumb drive, it works just fine as well. I can’t seem to figure out how to upload it and download it without it breaking.

Please only post if you have a potential fix for this problem I will paste my crash report log below.

Reading toc: …/…/…/OfficeBrawl/Content/Paks/global.utoc
Toc signature hash: 0000000000000000000000000000000000000000
Mounting container ‘…/…/…/OfficeBrawl/Content/Paks/global.utoc’ in location slot 0
Initialized I/O dispatcher file backend. Mounted the global container: …/…/…/OfficeBrawl/Content/Paks/global.utoc
Found Pak file …/…/…/OfficeBrawl/Content/Paks/OfficeBrawl-Windows.pak attempting to mount.
Mounting pak file …/…/…/OfficeBrawl/Content/Paks/OfficeBrawl-Windows.pak.
Reading toc: …/…/…/OfficeBrawl/Content/Paks/OfficeBrawl-Windows.utoc
appError called: Assertion failed: ContainerFileHandle [File:D:\build++UE5\Sync\Engine\Source\Runtime\PakFile\Private\GenericPlatformIoDispatcher.cpp] [Line: 71]

Windows GetLastError: The operation completed successfully. (0)

Did you package the prerequisites?

image

Yes, I do have this turned on.

Thank you for your reply. if you have any other suggestions, I am all ears.

It seems to fail at

void FGenericFileIoStoreImpl::CloseContainer(uint64 ContainerFileHandle)
{
	check(ContainerFileHandle);
	IFileHandle* FileHandle = reinterpret_cast<IFileHandle*>(ContainerFileHandle);
	delete FileHandle;
}

Not sure if the delete is physically on the I/O or only in memory. (Most of the file dabbles in I/O operations)

Could it be that the folder where it is installed to has blocked permissions to delete files? I know that some directories in windows are overzealous when it comes to file modifications.

How would I check/fix this?

Is the project running directly on the pc or some sort of virtual machine?
What system type? Windows, Linux, Mac OS?

If linux then check your read / write permissions in the directory you are running the project from.

Most likely windows. Right click the folder and check if it’s readonly, if so uncheck it so it has write permissions.

Also could windows defender or an antivirus be interfering with the game files?

Right click on the exe, and select properties. Check to see if it has the option at the bottom:

image

Thank you for your awesome replies.

I am running a packaged product on a seperate machine from my work computer. Essesntially what I have done is packaged the game on my work computer, uploaded the files onto google drive, and then downloaded those same files on a new machine to see if it will run. This is how I sent my games to my testers when I worked in Unity and it worked seamlessly. I was able to send out one test of an unreal product successfully and then when I went to package a much larger product, I started running into errors.

I will check my .exe for read only and make sure that the product has all permissions needed to run. Windows defender is not the issue as I have already gone in and done the disabling process to check if it was somehow blocking my game. Results were the same.

Thank you again for your help!

I made sure that read only was unchecked and the game still won’t open.

It did not have this option.

Did you upload the project zipped up or as individual files? If as individual - have you tried zipping them up first?

1 Like

An older thread with similar TOC error

One of the forum users mentions

“Thank you so much, it was Quixel Bridge that was not allowing the game to open”

So that could be the case if it’s packed with the game.

Your pc will have it but the target pc might not.

I have not tried this yet, i will try it next. Thanks!

I am so sorry but I have also already tried disabling bridge in my unreal editor. That also unfortunately did not work.

Here is an entire log from my save file. Perhaps this will be more enlightening as to what it going on?

Log file open, 05/28/23 13:18:10
LogWindows: Failed to load ‘aqProf.dll’ (GetLastError=0)
LogWindows: File ‘aqProf.dll’ does not exist
LogProfilingDebugging: Loading WinPixEventRuntime.dll for PIX profiling (from …/…/…/Engine/Binaries/ThirdParty/Windows/WinPixEventRuntime/x64).
LogWindows: Failed to load ‘VtuneApi.dll’ (GetLastError=0)
LogWindows: File ‘VtuneApi.dll’ does not exist
LogWindows: Failed to load ‘VtuneApi32e.dll’ (GetLastError=0)
LogWindows: File ‘VtuneApi32e.dll’ does not exist
LogWindows: Custom abort handler registered for crash reporting.
LogCore: Display: UnrealTraceServer: Unable to launch the trace store with ‘“…/…/…/Engine//Binaries/Win64/UnrealTraceServer.exe” fork’ (00000002)
LogCore: Initializing trace…
LogCore: Finished trace initialization.
LogCsvProfiler: Display: Metadata set : platform=“Windows”
LogCsvProfiler: Display: Metadata set : config=“Development”
LogCsvProfiler: Display: Metadata set : buildversion=“++UE5+Release-5.1-CL-23901901”
LogCsvProfiler: Display: Metadata set : engineversion=“5.1.1-23901901+++UE5+Release-5.1”
LogCsvProfiler: Display: Metadata set : commandline=“” OfficeBrawl""
LogCsvProfiler: Display: Metadata set : os="Windows 11 (22H2) [10.0.22621.1702] "
LogCsvProfiler: Display: Metadata set : cpu=“GenuineIntel|13th Gen Intel(R) Core™ i5-13600K”
LogCsvProfiler: Display: Metadata set : pgoenabled=“0”
LogCsvProfiler: Display: Metadata set : loginid=“120a1ef143003a17f3abe49d32fa67f2”
LogCsvProfiler: Display: Metadata set : asan=“0”
LogCsvProfiler: Display: Metadata set : llm=“0”
LogStats: Stats thread started at 0.063245
LogAssetRegistry: Premade AssetRegistry loaded from ‘…/…/…/OfficeBrawl/AssetRegistry.bin’
LogICUInternationalization: ICU TimeZone Detection - Raw Offset: -5:00, Platform Override: ‘’
LogInit: Session CrashGUID >====================================================
Session CrashGUID > UECC-Windows-DB7518E247DAEEF9DE67B798E121C343
Session CrashGUID >====================================================
LogPluginManager: Error: Unable to load plugin ‘ConcertMain’. Aborting.
LogCore: Engine exit requested (reason: EngineExit() was called)
LogExit: Preparing to exit.
LogModuleManager: Shutting down and abandoning module RenderCore (28)
LogModuleManager: Shutting down and abandoning module Landscape (26)
LogModuleManager: Shutting down and abandoning module SlateRHIRenderer (24)
LogModuleManager: Shutting down and abandoning module AnimGraphRuntime (22)
LogModuleManager: Shutting down and abandoning module Renderer (20)
LogModuleManager: Shutting down and abandoning module Engine (18)
LogModuleManager: Shutting down and abandoning module CoreUObject (16)
LogModuleManager: Shutting down and abandoning module SandboxFile (14)
LogModuleManager: Shutting down and abandoning module PakFile (12)
LogModuleManager: Shutting down and abandoning module RSA (11)
LogModuleManager: Shutting down and abandoning module NetworkFile (8)
LogModuleManager: Shutting down and abandoning module StreamingFile (6)
LogModuleManager: Shutting down and abandoning module CookOnTheFly (4)
LogModuleManager: Shutting down and abandoning module StorageServerClient (2)
LogExit: Exiting.
Log file closed, 05/28/23 13:18:10

Is this a custom plugin?

ok found it in source

“Description”: “Allow collaborative multi-users sessions in the Editor”

So it’s a multi user collab option.

Probably the “Multi-User Editing” plugin that’s in Beta? Are you using that? If it’s in Beta it may still have bugs not ready for production.

Try opening you .uproject file and check if you have the plugin

  • Concert
  • ConcertMain
  • Multi-User Editing
    in “Plugins”: [{}]

The only plugin that shows up in the list is the Multi User Editing plugin which I have disabled. The Concert and Concert Main are not listed in the plugins.

Does your unpacked folder have any non-latin letters that could be throwing off the executable?

It does not.

Maybe try copying the plugin. It’s in the source. Running out of ideas tbh

Ok so one last shot…what are you publishing the game as?

  • Debug Game
  • Development
  • Shipment?

Because UnrealTraceServer is a performance analysis and debugging tool.
Try packing shipment