0 like 0 dislike
334 views

Hello,

I am currently working on a project using PopcornFX in UE4.12.5, everything works well in Editor and for Development builds, however, on Shipping builds, I am getting an error at initialization that currently crashes the build, no matter what I tried to do.

This happens with both the latest iteration of 1.1 and 1.2 versions of PopcornFX's UE4 plugin. 

Here is the error code, line and file, which are currently my only lead regarding This particular issue:

\Plugins\UE4PopcornFXPlugin\PopcornFX\Source\PopcornFX\Private\Internal\Startup.cpp] [Line: 308] #Failed to Startup PopcornFX Thread Pool#

I'd like to note as well that although I am getting this error, the shipping build definitely does not reside in the same folder as the base project folder that the UE4 project is. 

I hope that you will be able to help us with this,

Many Thanks,

Hayaweh

asked by Hayaweh (220 points)
We'll look into this. But, what to you mean by:
"does not reside in the same folder as the base project folder" ?
Hi,

The error path does point to the UE4 project folder.
E.g: C:\UE4Project\SomeProject\Plugins\UE4PopcornFXPlugin\PopcornFX\Source\PopcornFX\Private\Internal\Startup.cpp

But currently my build is in:
C:\Users\SomeUser\Desktop\Builds\SomeProject\Shipping\

This is what I mean by the build is in a different folder. :)
I was not able to repo the crash. Are you building for Win32 or Win64 ?
Have your properly updated the PopcornFX SDK, then Regenerated, then _Re_build your project when you updated the Plugin ?
https://github.com/PopcornFX/UE4PopcornFXPlugin/#plugin-update
Hm.
I did a complete clean re-installation of PopcornFX in the project, regenerated the project when I did delete it, compiled, added latest version of PopcornFX and then re-generated the project.
Then compiled.

This is Win64.
And yes, I used the informations from the link you provided for the installation. :)

If that can give you more informations, after doing some debugging, I found out that the Get() of the PopcornFX module was having a s_self being null. (which is why it breaks line 308 where it of course can't find the handles it wants.)
Alright, could you send the full log (the UE one and the "popcorn.htm" if you find one) at support at popcornfx dot com, we'll look into it.
I have no other log than the line I sent you earlier sadly as this happens in Shipping Builds in UE4.
In Editor, everything seems to work fine.
It would seem to also work on Development builds, but the issue only arise in Shipping Builds, where I have no log.

I seem to have the popcorn.htm though, which is full of 0 bytes/KbTotal.
I will send it to you at the indicated address.

Thank you!

1 Answer

1 like 0 dislike
 
Best answer
Indeed this was a bug, it has actually already been fixed in the PopcornFX Runtime SDK 1.10.2, but the UE4 PopcornFX Plugin 1.2.0 has the Runtime 1.10.1.

We will release the UE4 PopcornFX Plugin v1.2.1 with PopcornFX Runtime SDK 1.10.2 this week if possible.
answered by Jordan (14.6k points)
Awesome! Thanks a lot! :)
Hi,
So we just released v1.2.1 which should fix the issue.
Hope this helps
Woo! Awesome! I will try it and let you know.

Thanks for the fast fix! :)
It works perfectly fine now, Awesome!

Thanks a lot! :D
...