Unreal Engine does not launch- problem 0xc0000005 - unreal-engine4

I've recently installed Unreal Engine 4, but I can't launch it. It always shows a window of following content: "The application was unable to start correctly (0xc0000005). Click OK to close the application".
I've looked through the Internet, but the problem remains. I've tried:
updating drivers
reinstalling Unreal Engine
deleting updates of Windows
reinstalling Visual Studio
checking for malware

Go to the Epic Games Launcher, open the unreal engine library tab then select your current engine version, click on the drop down menu and choose the verify option, this will verify if any file is missing from your device related to unreal engine, I hope this helps.

Related

Hololens Emulator: Unreal Engine app completely black, though Win64 works

I have taken the "default game" (tables and chairs) of Unreal Engine 4.26, and packaged it for the Hololens emulator using these instructions.
I can launch the latest Hololens emulator (10.0.19041.1136) and install the Unreal application, and an icon shows up for it in the apps panel. But when I launch the app, the entire screen is black. When packaging the application for Windows (64 bit), the application works just fine.
What could be the issue? Older versions of Unreal Engine work fine, in particular I have verified that Unreal Engine version 4.25 works with the emulator.
Other perhaps relevant info: Intel Core i7-5960X, Windows 10 version 1909 build 18363.1440, NVIDIA GeForce RTX 2080 Ti, Version 456.71.
I have also used the Unreal 4.26-chaos engine, completely fresh. I choose a blank project from the Games category, C++, Scalable 2D or 3D, raytracing disabled, mobile/tablet with starter content. Then add the Microsoft Windows Mixed reality plugin and the Hololens plugin. In settings I get a signing certificate and define a project name, using Windows SDK version 10.0.18362. Again, no joy. The same thing, just as a Blueprint, not a C++ project, also does not work.
Also checked Hololens emulator version 10.0.19041.1117. No joy.
We followed all the steps exactly per docs including the “run in VR mode setting” in packaging and reproduced this issue today.
So, we are going to recommend to you to file a defect over with UE 4.26 via Unreal Engine Support | Get Help and Customer Service for UE - Unreal Engine. Besides, you can also open a support case via http://aka.ms/hololenssupport for free to discuss further too on anything we can offer for HoloLens 2 emulator/device:
The issue in the Epic's article. You should enable the "start in VR" option in Project > Description > Settings as from
https://learn.microsoft.com/en-gb/windows/mixed-reality/develop/unreal/tutorials/unreal-uxt-ch6
It was added in 4.26.
And we don't support Unreal 4.26-chaos yet. Please take simple 4.26.

Rider does not seem to recognize Unity project

I have used Rider in the past on Unity projects, there was a button to start Unity Play mode from the IDE, and attach the debugger. I am using 2019.2 version of Unity and latest of Rider right now.
I should have some icons like in the documentation here https://www.jetbrains.com/help/rider/Unity.html#.
Nothing show up, and the best I get, is Rider proposing to add a custom configuration... Rider is correctly set as the IDE for Unity in Unity preferences. I do not understand what is going on.
You should go to 'package manager' of unity and upgrade 'Rider package'. Then you have to go to 'preferences' and should see new option appears in external script editor in external tool option select it and your are good to go.
Installed Rider again, while checking every delete checkbox (cache and settings and more), did not re-use the config from previous version (see https://rider-support.jetbrains.com/hc/en-us/community/posts/360005280960-Cannot-attach-Unity-debugger), and also made sure I have Unity support checked. The button is back.
For me (MacOS) it was due to not having mono installed. I opened up visual studio community once, and it prompted me to install some tools. After that I rebooted unity and rider, and everything worked properly.

Unity not loading project if internet is enabled

My computer crashed and since then it has not been opening properly Unity Editor and my projects
Since i have updated unity several times i decided it was time to make a fresh instalation so i uninstalled Unity and Visual Studio, deleted all the unity folders on AppData, and Program Files, then i reinstalled unity 2018.2.5 and Visual Studio
but for some reason it wont load any project nor it will create any new project if my internet connection is enabled, i need to disconnect my computer, launch my unity project, wait for it to load then re enable my internet connection
Any ideas on how to fix this?
Regards...
The issue is likely related to licensing. I recommend checking out Unity's documentation on managing your license.
For starters, try the following once you have Unity running:
Click the Unity drop-down on your toolbar (Help on Windows OS).
Click the Manage License option.
Select "Check for Updates."
You can also try the "Active New License" option.
One way to fix this that worked for me is to uninstall and reinstall unity hub, then create a new project and then try to open it. It should work then.

Fatal error- Monodevelop-Unity failed to start

I originally installed unity but the monodevelop seems to not been installed as i tried to open a script in unity but nothing come out, saying i should find a software that opens it up when i have already set the preferences to monodevelop(built-in).
Then i reinstalled it again, this time, it contains visual studio too. then it can only open with visual studio. When I tried to open with monodevelop, the following pop-up will apear.
But I have already installed the two things which is /net and gtk. as shown below. what is the problem?
1st time-- install gtk after install unity(no monodev) 2nd time--
install monodevelop with unity i went to the monodev website and it
says xamarin studio not monodevelop
You messed up in the first step.
You have to Uninstall gtk and everything else you installed during this time. This includes Unity too.If possible, do a system restore and set the restore date to the time before you installed any of this.
Now, install Unity, make sure that MonoDevelop is selected from Unity and then install it. Don't install gtk or any other software. When using Unity, MonoDevelop must be installed from Unity and not from any other website. The reason for this is because they are using a customized version of MonoDevelop.

Why Unity3D Use Monodevelop(4.0.1) not the latest Xamarin(5.9)

I use Unity 4.6.3 and Monovelop 4 is installed by default. It seems Monodevelop 4 has many bugs.
I see the lastest Monovelop is Xamarin(5.9) http://www.monodevelop.com/download/.
Why Unity did't use Xamarin as its default IDE?
If I want to use Xamarin as Unity's default IDE , do you have some tips or document for me.
By the way, I know I can change the default IDE by Edit=>Preferences=>External Tools=>External Script Editor. I just confuse why unity did't use the latest monodevelop?
You're totally right, I've been working with this old and buggy MonoDevelop version way too long.
But there didn't seem to be a real alternative, at least until last week a colleague of mine found some nice Add-Ins, that make Xamarin 5.9 working quite well with Unity.
Note:
This only works for Unity starting from 4.6.5p2.
But I'd recommend to update Unity to the latest version anyway, as there are a lot of bugfixes (especially for IL2CPP, if you're doing iOS).
Add-Ins
The Xamarin Add-Ins can be found here: http://files.unity3d.com/lukasz/Unity-Addins-5.9.0.zip
Requirements
Xamarin 5.9: http://www.monodevelop.com/download
Unity 4.6.5p2 or above:
releases: http://unity3d.com/get-unity/download/archive
patch releases: http://unity3d.com/unity/qa/patch-releases
Installation
Unpack the zip file. You will now have 4 files with an .mpack extension.
Open MonoDevelop/Xamarin Studio.
Open Add-In Manager
OS X: Xamarin Studio ➔ Add-in Manager.
Windows: Tools ➔ Add-in Manager
Click "Install from file" and select the 4 .mpack files.
Restart MonoDevelop/Xamarin Studio.
You should now be able open, build and debug any Unity generated solution/projects.
Make it the default Script Editor in Unity
Open Unity
Go to Preferences (OS X: CMD + ,)
External Tools ➔ External Script Editor
Use Browse to select your Xamarin installation
Source
The complete guide can be found here:
http://forum.unity3d.com/threads/unity-add-ins-for-monodevelop-xamarin-studio-5-9.329880/
you can just set it as default editor. Edit=>Preferences=>External Tools=>External Script Editor
What's problematic is that you can open CSharp Projects in it, but when you have UnityScript projects in your Solution file it won't open correctly in Xamarin. It says could not load project "Your project.unityproj". So Assembly-CSharp* works, but not Assembly-UnityScript*.
That's the reason I can think of so far!