Message dialog closed, result: Ok, title: The UE-PipelineNetwork Game has crashed and will close, text: Fatal error!
LogWindows: Error: === Critical error: ===
LogWindows: Error:
LogWindows: Error: Fatal error!
LogWindows: Error:
LogWindows: Error: Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x0000000000000000
LogWindows: Error:
LogWindows: Error: [Callstack] 0x00007fff53b53020 MSVCP140.dll!UnknownFunction
LogWindows: Error: [Callstack] 0x00007ff7db61d12d dev.exe!spdlog::default_logger() [D:.ezvcpkg\2024.11.16\buildtrees\spdlog\src\v1.15.0-49deedd044.clean\include\spdlog\spdlog-inl.h:77]
LogWindows: Error: [Callstack] 0x00007ff7d0ea5d40 dev.exe!FCesiumRuntimeModule::StartupModule() [D:\dingwei\Unreal Projects\PipelineNetwork\Plugins\cesium-unreal-2.11.0\Source\CesiumRuntime\Private\CesiumRuntime.cpp:34]
LogWindows: Error: [Callstack] 0x00007ff7d4193dfb dev.exe!FModuleManager::LoadModuleWithFailureReason()
LogWindows: Error: [Callstack] 0x00007ff7d44f5ef5 dev.exe!FModuleDescriptor::LoadModulesForPhase()
LogWindows: Error: [Callstack] 0x00007ff7d4509202 dev.exe!FPluginManager::TryLoadModulesForPlugin()
LogWindows: Error: [Callstack] 0x00007ff7d44f5b94 dev.exe!FPluginManager::LoadModulesForEnabledPlugins()
LogWindows: Error: [Callstack] 0x00007ff7d0a8f892 dev.exe!FEngineLoop::AppInit()
LogWindows: Error: [Callstack] 0x00007ff7d0aa76ae dev.exe!FEngineLoop::PreInitPreStartupScreen()
LogWindows: Error: [Callstack] 0x00007ff7d0a9b742 dev.exe!GuardedMain()
LogWindows: Error: [Callstack] 0x00007ff7d0a9baba dev.exe!GuardedMainWrapper()
LogWindows: Error: [Callstack] 0x00007ff7d0a9e9c6 dev.exe!LaunchWindowsStartup()
LogWindows: Error: [Callstack] 0x00007ff7d0ab16f4 dev.exe!WinMain()
LogWindows: Error: [Callstack] 0x00007ff7dc03733a dev.exe!__scrt_common_main_seh() [D:\a_work\1\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl:288]
LogWindows: Error: [Callstack] 0x00007fff7e91259d KERNEL32.DLL!UnknownFunction
LogWindows: Error: [Callstack] 0x00007fff800caf38 ntdll.dll!UnknownFunction
LogWindows: Error:
LogWindows: FPlatformMisc::RequestExit(1)
LogWindows: FPlatformMisc::RequestExitWithStatus(1, 3)
LogCore: Engine exit requested (reason: Win RequestExit)
打包的项目exe程序在打包的电脑能正常运行,换到别的电脑运行exe就会直接崩溃,我很难找到原因,我用的是cesiumforue 2.11.0 本地编译插件
Can you help me?
My first guess is that this is related to the version of the C++ redistributable installed on the other computer. Microsoft’s rule is that the redistributable must be as new or newer than the the version of the compiler that was used to build the code. The easiest thing to do just to install the latest, which can get here:
这个ue程序包我在除了开发项目的电脑上运行以外已经在3台电脑上崩溃,如果真是这个原因那我不是需要每个电脑都得弄一下c++?我试过用ue商城里面的cesiumforue插件去安装,是没有经过本地编译的流程,这样是不会出现问题。一旦我在git上拉下代码修改源代码编译后打包就会有我这个问题,我怀疑是不是我编译的cmake文件里面有绝对路径导致这个报错log
谢谢,厉害,成功运行了!最终试了下你说的这个最简单的方法确实解决了我的问题,但是我很疑惑这样给客户会不会变得不方便
Machine translation to English:
This UE package has crashed on 3 computers except the one I use for the development project. If this is the reason, don’t I need to install C++ on every computer? I have tried to install it using the CesiumForUE plugin in the UE store, but it has not been compiled locally, so there will be no problem. Once I pull the code from git, modify the source code, compile and package it, I will have this problem. I suspect that the absolute path in the CMake file I compiled caused this error log.
Yes, the Visual C++ redistributable is always required on end-user systems in order to be able to compile applications built with Visual Studio. That is, unless you’re statically-linking the runtime library, but that comes with numerous caveats and I don’t think it is an option in an Unreal Engine application.
The reason you don’t have problems with the version of the plugin on the Epic store is because it is purposely compiled with an old version of the Visual C++ compiler. When you’re compiling it locally, you’re using a newer one, and therefore you new a matching newer version of the redistributable.
意思是我本地编译用旧版本的vc++编译器就能行,商城里面的是什么版本的呢,这个是跟vs2017,vs2022版本有关吗?我目前用的vs2022
Machine translation to English:
What I mean is that I can compile locally with an old version of the vc++ compiler. What version is in the mall? Does this have anything to do with vs2017 or vs2022? I am currently using vs2022.
Epic documents the build farm compiler version in the release notes for each version. For UE 5.5, it’s “Visual Studio 2022 17.8 14.38.33130 toolchain and Windows 10 SDK (10.0.22621.0)”.
See this page and search for “IDE Version the Build farm compiles against”:
https://dev.epicgames.com/documentation/en-us/unreal-engine/unreal-engine-5.5-release-notes
VS2022 isn’t one version, it is continually updated to new versions.