Some users are experiencing a Crash at startup because of missing vcomp140.dll prerequisite.
Launch Twinmotion.
Some User's Comment from Crash Reporter:
Workaround
1. Install the Application: After the application is installed, navigate to the following directory: TwinmotionVersion/Engine/Extras/Redist/en-us.
2. Run the Prerequisite Setup: In that directory, locate and run UEPrereqSetup_x64.exe. This will install the necessary components.
3. Verify Installation: Once the setup is complete, try launching the application. If the issue persists, it may be due to a different root cause.
KERNELBASE!7ffc756f0000 + 2ba99
TwinmotionCookedEditor-Win64-Shipping!_delayLoadHelper2 [delayhlp.cpp:312]
TwinmotionCookedEditor-Win64-Shipping!7ff702a70000 + e081cb4
TwinmotionCookedEditor-Win64-Shipping!CImporterMootools::initializeImporter() [ImporterMootools.cpp:52]
TwinmotionCookedEditor-Win64-Shipping!CImporterFactory::initializeImporters(bool) [ImporterFactory.cpp:30]
TwinmotionCookedEditor-Win64-Shipping!FTwinmotionImportModule::onApplicationOpened() [TwinmotionImport.cpp:237]
TwinmotionCookedEditor-Win64-Shipping!static bool TBaseFunctorDelegateInstance<void __cdecl(void) [DelegateInstancesImpl.h:870]
TwinmotionCookedEditor-Win64-Shipping!TMulticastDelegate<void ,FDefaultDelegateUserPolicy>::Broadcast() [DelegateSignatureImpl.inl:956]
TwinmotionCookedEditor-Win64-Shipping!UProject::startApplication() [Project.cpp:558]
TwinmotionCookedEditor-Win64-Shipping!ATwinmotionGameMode::BeginPlay() [TwinmotionGameMode.cpp:265]
TwinmotionCookedEditor-Win64-Shipping!AActor::DispatchBeginPlay(bool) [Actor.cpp:4194]
TwinmotionCookedEditor-Win64-Shipping!AWorldSettings::NotifyBeginPlay() [WorldSettings.cpp:301]
TwinmotionCookedEditor-Win64-Shipping!AGameMode::HandleMatchHasStarted() [GameMode.cpp:224]
TwinmotionCookedEditor-Win64-Shipping!AGameMode::SetMatchState(FName) [GameMode.cpp:341]
TwinmotionCookedEditor-Win64-Shipping!AGameMode::StartMatch() [GameMode.cpp:201]
TwinmotionCookedEditor-Win64-Shipping!UWorld::BeginPlay() [World.cpp:5330]
TwinmotionCookedEditor-Win64-Shipping!UEngine::LoadMap(FWorldContext &,FURL,UPendingNetGame *,FString &) [UnrealEngine.cpp:15532]
TwinmotionCookedEditor-Win64-Shipping!UEngine::Browse(FWorldContext &,FURL,FString &) [UnrealEngine.cpp:14670]
TwinmotionCookedEditor-Win64-Shipping!UGameInstance::StartGameInstance() [GameInstance.cpp:659]
TwinmotionCookedEditor-Win64-Shipping!FEngineLoop::Init() [LaunchEngineLoop.cpp:4935]
TwinmotionCookedEditor-Win64-Shipping!GuardedMain(wchar_t const *) [Launch.cpp:164]
TwinmotionCookedEditor-Win64-Shipping!GuardedMainWrapper(wchar_t const *) [LaunchWindows.cpp:118]
TwinmotionCookedEditor-Win64-Shipping!LaunchWindowsStartup(HINSTANCE__ *,HINSTANCE__ *,char *,int,wchar_t const *) [LaunchWindows.cpp:258]
TwinmotionCookedEditor-Win64-Shipping!WinMain [LaunchWindows.cpp:299]
TwinmotionCookedEditor-Win64-Shipping!static int __scrt_common_main_seh() [exe_common.inl:288]
KERNEL32!7ffc779d0000 + 17344
ntdll!7ffc77ff0000 + 526b1
How to achieve HLSL Multiple Render Target in Material blueprints?
How does TextureRenderTarget2D get TArray<uint8> type data?
How to convert the datasmith scene file to BluePrint. Create animations in BluePrint.
How to properly terminate the DoWork thread function in FAsyncTask?
Why does the REMOVE method of map container remove elements have memory leaks?
How do I set up the actor's widget component to respond to OnKeyDown events?
Why doesn't the collision diminish when the collision radius decreases?
How to delete some elements correctly when deleting an array loop?
There's no existing public thread on this issue, so head over to Questions & Answers just mention TM-15580 in the post.
0 |
Component | TM - Interoperability |
---|---|
Affects Versions | twinmotion 2024.1 pr1, twinmotion 2024.1 final |
Target Fix | twinmotion 2024.1.2 |
Created | May 3, 2024 |
---|---|
Resolved | Oct 25, 2024 |
Updated | Oct 25, 2024 |