Weekend Dev Log

Written by

in

Hello everyone! I hope you’re all having a great day and had a wonderful weekend!

I am sorry to say that there wasn’t as much forward motion on the project as I wanted this weekend. Saturday had other plans for me and I didn’t have a chance to work long on the game. Sunday, I was working in earnest, but I’ve hit a bit of a snag. The game is still built around two (main) levels, the main menu and the overworld. There are still the test levels that can be accessed via the console, but they’re not really all that important for gameplay or this explanation.

I can run either of these levels in the editor. (I may call this PIE, for Play In Editor mode.) The overworld works great. The main menu works great. In the main menu, I can select new game and go right into the overworld, as expected. At least, that’s how it works in PIE mode. For some reason, I’m getting an immediate crash to desktop (CTD) when loading into the main menu from a built version of the game. I spent Sunday trying to figure out what’s going on, but haven’t been able to solve the issue yet. The stack trace I’ve been able to get points to a class that’s internal to Unreal and, as far as I know, isn’t being referenced by my code anywhere. It’s possible that it’s being referenced by the ACFU framework, but I didn’t have the chance to continue digging before I ran out of time yesterday. I did try reverting to the ACFU main menu and assets, but it still crashes at the same point. I still have a couple tricks up my sleeve to try, but they have to wait until this weekend.

I’m sorry that there wasn’t a sneaky 0.5.0 build being dropped today, but sometimes these things happen. Since this is a weekend-only hobby project, sometimes it’s tough to get the work I want to see done. Hopefully I’ll have better news to report after working this weekend. Until then, though, I hope everyone has a great week, and keep on gaming.