
- #XCOM 2 PURE VIRTUAL FUNCTION CODE#
- #XCOM 2 PURE VIRTUAL FUNCTION WINDOWS 7#
- #XCOM 2 PURE VIRTUAL FUNCTION WINDOWS#
The other DirectX issue was weird because from the logs it said that DirectX 11 noped out and it couldn't find it anymore and this line popped up in my log :īuildAgent\work\a78b974cadaf0436\branches\Shipping\XCOM2\Development\Src\Engine\Src\RenderingThread.cpp] I've faced this issue constantly whenever I'm in a mission with a red fog (alert fog). I attach the logs and dxdiag in the file below.If you're like me and you're facing issues with XCom 2 with pure virtual function error and/or telling you to use a graphics card that supports DirectX 10.1, I might have found the fix.įrom what I've researched, the pure virtual function error is due to the Unreal Engine using one class with a virtual function in its constructor/deconstructor either from a plugin or from the game itself. I start one client (NetMode = Play As Client) - crash report points to the same old empty 606 line.I start two clients (not standalone): one of which acts as a server.I corrected this line, for the sake of experiment I even shifted the function by several lines and then some kind of magic begins: due to the fact that there is no hotreload, the engine points to the old and already empty (!) Line 606 (even if I compile and recompile from visual ), then I decide to compile through a button in the engine, compile twice and run the game, after such procedures the editor crashes with this error: Fatal error: Pure virtual function being called
#XCOM 2 PURE VIRTUAL FUNCTION CODE#
There was an error in my code that, when the engine crashed, pointed to line 606 in my file. Same problem! I can’t continue working: the project is compiling, but, apparently, no hotreload occurs. LogWindows: FPlatformMisc::RequestExit(1) LogWindows:Error: HandleError re-entered. LogWindows: = Critical error: =Īssertion failed: (GIsCriticalError || !NumMarks) LogThreadingWindows:Error: Runnable thread RenderThread 1 crashed.
#XCOM 2 PURE VIRTUAL FUNCTION WINDOWS#
LogWindows:Error: Windows GetLastError: 操作成功完成。 (0) LogMemory: Virtual Memory: 547.30 MB used, 8388608.00 MB total LogMemory: Physical Memory: 9661.67 MB used, 16323.64 MB total LogMemory: Process Virtual Memory: 231.82 MB used, 247.29 MB peak LogMemory: Process Physical Memory: 252.22 MB used, 263.61 MB peak LogMemory: Platform Memory Stats for WindowsNoEditor LogWindows: Could not start CrashReportClient.exe LogWindows:Warning: CreateProc failed (2) …\Engine\Binaries/Win64/CrashReportClient.exe -AppName=UE4-BM20150817 LogBlueprintUserMessages: Connect Successful!
#XCOM 2 PURE VIRTUAL FUNCTION WINDOWS 7#
Running with Windows 7 and using AMD videocard. UE4Editor_UnrealEd!UUnrealEdEngine::Tick() UE4Editor_UnrealEd!UEditorEngine::Tick() UE4Editor_Engine!FTickTaskManager::RunTickGroup() UE4Editor_Engine!FTickTaskSequencer::ReleaseTickGroup() UE4Editor_Engine!FTaskGraphInterface::WaitUntilTaskCompletes() UE4Editor_Core!FTaskGraphImplementation::WaitUntilTasksComplete() UE4Editor_Core!FTaskThread::ProcessTasksUntilQuit()



UE4Editor_Core!FTaskThread::ProcessTasks() UE4Editor_Engine!TGraphTask::ExecuteTask() UE4Editor_Engine!FTickTaskSequencer::FTickFunctionTask::DoTask() UE4Editor_Engine!FActorComponentTickFunction::ExecuteTick() UE4Editor_Engine!UActorComponent::ConditionalTickComponent() UE4Editor_OceanPlugin!UInfiniteSystemComponent::TickComponent() UE4Editor_UnrealEd!FEditorViewportClient::GetViewLocation() UE4Editor_UnrealEd!FEditorViewportClient::IsPerspective() UE4Editor_Core!FOutputDeviceWindowsError::Serialize() I’m using UE4 4.8 compiled from source codes.Įrror Message: Pure virtual function being called while application was running (GIsRunning = 1).Įrror Log: Unknown exception - code 00000001 (first/second chance not available) When I loaded project and tried to “Play” it, UE4 crashes.
