Godot Version
4.6.2
Question
When exporting the project, Godot crashed. A few days ago, I was able to export without issue.
Exporting only select scenes, I was able to identify the problematic one, but not only did that process feel somewhat archaic (especially with Godot crashing often), but now it seems like there is no path other than “butchering” the scene and reintroducing elements one at a time and/or creating new replacements for the previous ones one the faulty element(s) are identified.
Is there a better way to do this? It feels like an oversight for Godot to chast at all during exports rather than simply creating a warning of what went wrong.
Any help is greatly appreciated
Do you have any error messages? Have you tried opening the editor through the command line in verbose mode?
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Have you tried running the console version and seeing what output you get when it crashes?
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No and no. Both are good sugestions, thank you, I will try them out and come back afterwards
Running in the console, it still crashed, but I was able to catch the error:
Failed method: CanvasItem::_redraw_callback. Message queue out of memory. Message queue out of memory. Try increasing 'memory/limits/message_queue/max_size_mb' in project settings
Making the suggested change I had one more crash, but afterwards it seems to be working fine.
Thanks a lot for the help! It seems, as I suspected, my frustration was due to a lack of knowledge about a tool of the engine, in this case the console. Will keep it in mind should I have any simular problems in the future!
Thank you!
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A part of me still wants to try and understand exactly what about the scene was causing the message queue to run out of memory, but the more practical part wants me to simply move on
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