Dev kit crashes on start

Hello any one have any idea how to fix this? I have tried
Reinstalling the dev kit
Removing the app data
Running it with no mods or different mods after instal.
Reinstalling epic games

Would appreciate the help, would try discord but I’m having login issues with that atm

Thanks!

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The log file says this so its a problem with a certian bp, not sure how to fix that as removing reinstalling verifying andremoving this bp then re verifing did not fix. does any one have any ideas?

[2025.02.10-11.37.09:466][ 0]LogModManager: Starting mod devkit main module.
[2025.02.10-11.37.09:466][ 0]LogModManager: ModDevKit Debug Mode = false.
[2025.02.10-11.37.09:567][ 0]LogStats: UGameplayTagsManager::ConstructGameplayTagTree: Construct from data asset - 0.004 s
[2025.02.10-11.37.09:567][ 0]LogStats: UGameplayTagsManager::ConstructGameplayTagTree: GameplayTagTreeChangedEvent.Broadcast - 0.000 s
[2025.02.10-11.37.10:489][ 0]VivoxCore: FVivoxCoreModule::StartupModule
[2025.02.10-11.37.10:498][ 0]VivoxCore: Loaded Library (…/…/…/Games/ConanSandbox/Plugins/VivoxCoreUE4Plugin/Source/ThirdParty/VivoxCoreLibrary/Windows/vivoxsdk/x64/Release/ortp.dll)
[2025.02.10-11.37.10:520][ 0]VivoxCore: Loaded Library (…/…/…/Games/ConanSandbox/Plugins/VivoxCoreUE4Plugin/Source/ThirdParty/VivoxCoreLibrary/Windows/vivoxsdk/x64/Release/vivoxsdk.dll)
[2025.02.10-11.37.11:211][ 0]LogEngine: Initializing Engine…
[2025.02.10-11.37.12:807][ 0]LogAIModule: Creating AISystem for world Untitled
[2025.02.10-11.37.13:018][ 0]LogInit: XAudio2 using ‘Speakers (Razer Nommo Chroma)’ : 2 channels at 48 kHz using 16 bits per sample (channel mask 0x3)
[2025.02.10-11.37.13:046][ 0]LogInit: FAudioDevice initialized.
[2025.02.10-11.37.13:079][ 0]LogDerivedDataCache: Saved boot cache 0.03s 58MB C:/Users/Corwin/AppData/Local/UnrealEngine/4.15/DerivedDataCache/Boot.ddc.
[2025.02.10-11.37.13:087][ 0]LogInit: Texture streaming: Enabled
[2025.02.10-11.37.13:423][ 0]LogEngineSessionManager: EngineSessionManager initialized
[2025.02.10-11.37.13:439][ 0]LogEngineSessionManager: EngineSessionManager sent abnormal shutdown report. Type=Crashed, SessionId={8FFF3340-4C21-8271-110E-9FBC01B19F52}
[2025.02.10-11.37.13:871][ 0]LogInit: Transaction tracking system initialized
[2025.02.10-11.37.14:908][ 0]BlueprintLog: New page: Editor Load
[2025.02.10-11.37.17:945][ 0]LocalizationService: Info Localization service is disabled
[2025.02.10-11.37.19:963][ 0]LogConsoleResponse:Display:
[2025.02.10-11.37.22:781][ 0]LogFileCache: Scanning file cache for directory ‘E:/Epic Games/ConanExilesDevKit/Games/ConanSandbox/Content/’ took 0.93s
[2025.02.10-11.38.00:238][ 0]LogBlueprintDebug:Display: Encountered a blueprint breakpoint in /Game/Systems/Inventory/BPGameItemEquipment.BPGameItemEquipment without an associated node. The blueprint has been remoevd
[2025.02.10-11.39.51:115][ 0]
Script stack log empty!

[2025.02.10-11.40.00:496][ 0]LogMemory: Platform Memory Stats for Windows
[2025.02.10-11.40.00:496][ 0]LogMemory: Process Physical Memory: 5989.02 MB used, 6126.99 MB peak
[2025.02.10-11.40.00:496][ 0]LogMemory: Process Virtual Memory: 6702.41 MB used, 6844.21 MB peak
[2025.02.10-11.40.00:496][ 0]LogMemory: Physical Memory: 14762.14 MB used, 50694.79 MB free, 65456.93 MB total
[2025.02.10-11.40.00:496][ 0]LogMemory: Virtual Memory: 15835.80 MB used, 50694.79 MB free, 134217728.00 MB total
[2025.02.10-11.40.00:496][ 0]LogWindows:Error: === Critical error: ===
[2025.02.10-11.40.00:496][ 0]LogWindows:Error:
[2025.02.10-11.40.00:496][ 0]LogWindows:Error: Fatal error!
[2025.02.10-11.40.00:496][ 0]LogWindows:Error:
[2025.02.10-11.40.00:496][ 0]LogWindows:Error: Unhandled Exception: 0xc06d007e
[2025.02.10-11.40.00:496][ 0]LogWindows:Error:
[2025.02.10-11.40.00:496][ 0]LogWindows:Error: !0x0000000000000000
[2025.02.10-11.40.00:496][ 0]LogWindows:Error:
[2025.02.10-11.40.00:517][ 0]LogExit: Executing StaticShutdownAfterError
[2025.02.10-11.40.00:832][ 0]LogWindows: FPlatformMisc::RequestExit(1)
[2025.02.10-11.40.00:842][ 0]Log file closed, 02/10/25 04:40:00

It installed fine on my pc

Probably system instability, try loosening your clock speeds a bit.

That does not seem to be helping any other ideas? I set it to 80 then to 60 from 100 percent on max 5 on min. It was working fine the day before all this. I wa ediditing that file (BPGameItemEquipment ) but with the mod controlor and add to data table. But it was under content in the mod. Still thogh removing the mods/ removing that fom the content folder/ reinstalling to defaults/ reinstalling epic launcher or removing the logs / app data from the conan sand box SHOULD have fixed it no idea why i cant open it

EDIT by the way i also re installed visiulal c++

That line is interesting. It is as if it nulled that memory address, but more so like somebody left the breakpoint intentionally in debug, and it was found in debug or main? :thinking:

Not sure i backed it up that morning after back up it wont start at all gets to 86 percet it really SHOULD be fine as a fresh instsall unless its getting setting from some whre but i dont know where app data is good as is the dev kit folder i even tried moving it to a new drive no luck

It always stays at 86% for quite a while and this is the reason;
[2025.02.10-19.35.36:408][ 0]LogBlueprintDebug:Display: Encountered a blueprint breakpoint in /Game/Systems/Inventory/BPGameItemEquipment.BPGameItemEquipment without an associated node. The blueprint has been remoevd
[2025.02.10-19.38.03:729][ 0]ConanSandboxEditor: Editor force preloading took : (169.901199s)

It is straight after the blueprint you mentioned, as you can see I get the same message when loading the devkit as you do but it does not crash the editor.

It takes about 2 1/2 minutes for the forced preloading which is the 86% you see.

yeah i have used the dev kti alot just did not notice the error before. So i wonder what is causing it not to load then

Silky questiin. Do you have the testmod folder, and does it have the “active” yxt file in it?

yes it does but i did remve that on one of the atempts to get it to work

What should i have done with that? I did try removing it and putting the mods back in same result

SO Strangly enough i opened it yet again and it worked… Why? No idea nothing i have not done before … Thats the oh so mysterious dev kit though…

That jist tells the devkit the default mod to load. it gets moved to the last one you saved. I think if no mods are marked it auto default testmod.

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