#Cant get into game.
35 messages · Page 1 of 1 (latest)
%tag bugs
If you experience a crash, please create a thread in #1147608045367590984 and post your entire 'Saved' folder zipped:
Where do I find my 'Saved' folder?
Your 'Saved' folder is located here:
%localappdata%\bellwright\
How do I get to my 'Saved' folder?
- Open 'Run' through the Windows Start Menu and paste the above link
- Press 'WIN + R' on your keyboard and paste the above link
- Open 'File Explorer' and paste the above link into the address bar
Zipping the folder
- Right click on the folder named 'Saved'
- Select 'Send To' -> 'Compressed (zipped) folder'
This will generate a zip file you can then upload
Uploading the zip file
- Drag and drop your zip file into Discord
OR - Use Discord's 'Upload a File' to upload the zip file
LogPakFile: Warning: Pak chunk signing mismatch on chunk [112960/201608]! Expected 281D4EEF, Received 1C7CB35D
Have you verified game files in Steam yet ?
ill give it a shot
I got the same problem as the author. I haven't played BellWright for about six months. Today, on December 06, I installed the game again, logged into the game, created a new session and after downloading it crashes and so on several times regardless of the graphics settings. Six months ago, I didn't have such problems. I do not know what to do or how to fix it.
Provide the logs.
Do the same thing?
2024.12.06-19.58.11:073][833]LogWindows: Error: appError called: Fatal error: [File:F:\UnrealEngine-Bellwright\Engine\Source\Runtime\Core\Private\GenericPlatform\GenericPlatformMemory.cpp] [Line: 253]
Ran out of memory allocating 253952 (0.2 MiB) bytes with alignment 0. Last error msg: Файл подкачки слишком мал для завершения операции..
You ran out of system and virtual memory.
Stats from the engine:
LogMemory: Warning: MemoryStats:
AvailablePhysical 3555069952 (3.31 GiB)
AvailableVirtual 5292032 (0.00 GiB)
UsedPhysical 7652147200 (7.13 GiB)
PeakUsedPhysical 7700848640 (7.17 GiB)
UsedVirtual 12208721920 (11.37 GiB)
PeakUsedVirtual 12238053376 (11.40 GiB)
So either there is a mem leak or the game is still not playable on minimum hardware requirements.
regardless, this is an entirelly different crash reason than what the other user has so it's best if you create your own thread in #1147608045367590984 and upload the entire saved directory as per instructions.
Thank you for quick response So I will create a new ticket.
or 60-120 tabs of chrome
Real thing i've seen on several person computers
I closed chrome without thinking about it , and it was a huge deal. Thank god you can restore session
I literraly downloaded them a plugin to save session in the long term to be able to recover them if something bad happen
but yes, the game run on 16 gigs of ram, but tightly. If you're on 16 gig of ram , better not have to many thing open in the background.
LogMemory: Physical Memory: 5422.40 MB used, 10881.80 MB free, 16304.20 MB total
LogMemory: Virtual Memory: 8742.51 MB used, 10561.69 MB free, 19304.20 MB total
Seems fairly normal Windows + apps consumption to me in this specific case on engine init.
So yea if 16GB is just so-so this usage is already too high by the time engine boots.
Hard to say , this stats include cached memory
Here's what it looks like for me with nothing but discord opened
[2024.12.02-12.41.40:348][ 0]LogMemory: Physical Memory: 32866.87 MB used, 98131.39 MB free, 130998.27 MB total
[2024.12.02-12.41.40:348][ 0]LogMemory: Virtual Memory: 44358.75 MB used, 94831.52 MB free, 139190.27 MB total
windows without anything opened should be around 2.5/3 gig
Did not know 😮
Did not either until i tried with my computer
with 128 gig of ram windows caches a lot
so it's easy to notice
I have just checked my PC 💀
I really need to get back on working with unreal, been tangled in Swarm engine project for a while now.
The cached memory is a good thing. WIndows is making use of what would be otherwise memory being useless
It's freed whenever a program requires it
But i had to download a program to manually free it.
As i created a Launcher/Downloader for the cRPG mod on bannrlord.
And the hashing of the pak files that took 30 seconds , took only 0.8 second the second time
Because windows would cache the whole pak files
So this can be very misleading when trying to benchmark IO