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Packaged build crashes on startup #10

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JohanHellgren opened this issue Apr 15, 2021 · 8 comments
Open

Packaged build crashes on startup #10

JohanHellgren opened this issue Apr 15, 2021 · 8 comments

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@JohanHellgren
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InkCrash

So this happens when I try to run a packaged build, the above screenshot is from a completely unaltered exampled project in 4.26.1. Not sure if it's a bug or I'm missing some step in the packaging process?

@DorminVR
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DorminVR commented Apr 18, 2021

Getting a crash in a packaged dev build as well, although the error references another file. This is using Unreal 4.26.2

2021-04-17 19_34_54-UnrealInkExample (64-bit Development PCD3D_SM5)

Any help would be much appreciated. This plugin is a lifesaver and has been working great in editor so far.

Edit: After packaging a shipping build I am no longer having this issue.

@JohanHellgren
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Thank you! Setting the build config to "shipping" worked for me too.

@DorminVR
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DorminVR commented Apr 20, 2021

An update, while shipping builds are running just fine on the computer with Unreal project it looks like whenever I try to run the build on another machine it crashes at launch. The error is "Fatal Error." Confirmed this is happening with 3 other machines so far. This is using Unreal 4.26.2.

fatal

As a test I created a dev build and ran it on another machine, and it also crashes at startup with the same "Fatal Error." Looking at the log, the following lines caught my eye:

[2021.04.19-19.26.34:949][  0]LogWindows: Failed to load '../../../UnrealInkExample/Plugins/UnrealInk/ThirdParty/Mono/lib/Win64/mono-2.0-sgen.dll' (GetLastError=126)
[2021.04.19-19.26.34:949][  0]LogWindows: File '../../../UnrealInkExample/Plugins/UnrealInk/ThirdParty/Mono/lib/Win64/mono-2.0-sgen.dll' does not exist
[2021.04.19-19.26.36:734][  0]LogWindows: Could not start crash report client using ../../../Engine/Binaries/Win64/CrashReportClient-Win64-Debug.exe 

Seems like part of the UnrealInk plugin isn't being packaged correctly for the build? I'm out of my depth here, so just a guess. Attached is the full crash log for reference.

@honaj I'd be curious if your shipping builds crash when trying them on another machine (without Unreal installed)?

CrashLog.txt

@JohanHellgren
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Looks like Mono isn't being included in the build? Looking at readme file my interpretation is that everything should be included for running on Windows, but I might be misreading it. Unfortunately I don't have a second computer to test on.

@metamorphium
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Yes. The issue is caused by the fact, that the plugin is linked against the development version of MONO, which in turn asks for vcruntime140d.dll and ucrtbased.dll which is not a part of the basic VC Runtime. For that reason, the plugin works everywhere, where VS is installed and not on ordinary machines. I learned this the hard way today when sending out a prototype test build.

@metamorphium
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If you want a temporary workaround, you can put into your Binaries\Win64 folder files vcruntime140d.dll and ucrtbased.dll

You can find these files in c:\Windows\System32

The proper way is of course to rebuild everything using release libraries.

@DorminVR
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DorminVR commented Apr 23, 2021

You're a lifesaver Metamorpium! That workaround worked for me.

To be more specific, I dropped "vcruntime140d.dll" and "ucrtbased.dll" in:

UnrealInkExampleBuild\UnrealInkExample\Binaries\Win64\

And it resolved my issue.

@DavidColson
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Apologies for this problem, I will get this fixed in the core library as soon as my life has relaxed a bit

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