Comments (8)
Thank you! Setting the build config to "shipping" worked for me too.
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Getting a crash in a packaged dev build as well, although the error references another file. This is using Unreal 4.26.2
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.
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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.
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)?
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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.
from unrealink.
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.
from unrealink.
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.
from unrealink.
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.
from unrealink.
Apologies for this problem, I will get this fixed in the core library as soon as my life has relaxed a bit
from unrealink.
Related Issues (19)
- Project not working on Mac HOT 1
- “Choose Path String” seems not to work HOT 2
- Non latin characters broken HOT 2
- Windows-64 packaging fails: "Missing precompiled manifest" (UE 4.26.2) HOT 1
- When building does mono get bundled with the build? HOT 1
- Non-latin characters are broken! HOT 1
- How can I use 4.27 plugin in 4.26 Engine? HOT 1
- Engine crashes with multiple Story objects in memory! HOT 3
- Can't load Cyrillic Characters HOT 2
- Asset re-importing does not work HOT 1
- CurrentPathString always Returns Empty String
- Update for Unreal Engine 5 Launch HOT 4
- UE4 "UnrealInk" is Incompatible 4.27.2 HOT 1
- Cannot open include file monobaseclass UE5.1 HOT 1
- Android compatibility HOT 1
- Can't load included ink files HOT 6
- Some types of hyphens are being output as question marks HOT 1
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