Bug - It gets stuck on the loading screen

The referenced script on this Behaviour (Game Object ‘’) is missing!
Serialization depth limit 10 exceeded at ‘WeightedCorruptionOutcome.corruptionOutcome’. There may be an object composition cycle in one or more of your serialized classes. Consider rearranging data or use [SerializeReference].

Serialization hierarchy:
11: WeightedCorruptionOutcome.corruptionOutcome
10: WeightedCorruptionOutcome.extraCorruptionOutcomes
9: WeightedCorruptionOutcome.extraCorruptionOutcomes
8: WeightedCorruptionOutcome.extraCorruptionOutcomes
7: WeightedCorruptionOutcome.extraCorruptionOutcomes
6: WeightedCorruptionOutcome.extraCorruptionOutcomes
5: WeightedCorruptionOutcome.extraCorruptionOutcomes
4: WeightedCorruptionOutcome.extraCorruptionOutcomes
3: WeightedCorruptionOutcome.extraCorruptionOutcomes
2: WeightedCorruptionOutcome.extraCorruptionOutcomes
1: CorruptionCategoryConfig.positiveOutcomes
0: CorruptionOutcomeConfig.corruptionCategoryConfig
Serialization depth limit 10 exceeded at ‘WeightedCorruptionOutcome.corruptionOutcome’. There may be an object composition cycle in one or more of your serialized classes. Consider rearranging data or use [SerializeReference].

Uploading Crash Report
2026-10-01T17:02:22.6537355+00:00 Exception System.Exception: Unable to load scene – SceneLoadRef is invalid! (CallerInfo: LEAssetBundlesManager.cs(963))
at LE.AssetBundles.InvalidSceneLoadRef.LoadSceneAsync (UnityEngine.SceneManagement.LoadSceneMode mode) [0x00000] in <00000000000000000000000000000000>:0
at LE.AssetBundles.AssetBundlesManager.SceneLoadAsyncUpdate () [0x00000] in <00000000000000000000000000000000>:0
at Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder1[T].Start[TStateMachine] (TStateMachine& stateMachine) [0x00000] in <00000000000000000000000000000000>:0 at LE.AssetBundles.AssetBundlesManager.LoadSceneAsync (System.String sceneName, UnityEngine.SceneManagement.LoadSceneMode loadMode) [0x00000] in <00000000000000000000000000000000>:0 at Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder1[T].Start[TStateMachine] (TStateMachine& stateMachine) [0x00000] in <00000000000000000000000000000000>:0
at LE.AssetBundles.AssetBundlesManager.LoadSceneAsync (System.String sceneName, UnityEngine.SceneManagement.LoadSceneMode loadMode) [0x00000] in <00000000000000000000000000000000>:0
at PersistentUIActivator.Activate () [0x00000] in <00000000000000000000000000000000>:0
at Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder1[T].Start[TStateMachine] (TStateMachine& stateMachine) [0x00000] in <00000000000000000000000000000000>:0 at PersistentUIActivator.Activate () [0x00000] in <00000000000000000000000000000000>:0 at ClientAppState.SystemLoadingAppState.Enter (ClientAppState.ShellSceneManager sceneManager) [0x00000] in <00000000000000000000000000000000>:0 at Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask1[TStateMachine].Run () [0x00000] in <00000000000000000000000000000000>:0
at Cysharp.Threading.Tasks.UniTaskCompletionSourceCore1[TResult].TrySetResult (TResult result) [0x00000] in <00000000000000000000000000000000>:0 at Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask1[TStateMachine].SetResult () [0x00000] in <00000000000000000000000000000000>:0
at GameLoader.InitializeAsync () [0x00000] in <00000000000000000000000000000000>:0
at Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask1[TStateMachine].Run () [0x00000] in <00000000000000000000000000000000>:0 at Cysharp.Threading.Tasks.UniTaskCompletionSourceCore1[TResult].TrySetResult (TResult result) [0x00000] in <00000000000000000000000000000000>:0
at Cysharp.Threading.Tasks.UniTask+WaitUntilPromise.MoveNext () [0x00000] in <00000000000000000000000000000000>:0
at Cysharp.Threading.Tasks.Internal.PlayerLoopRunner.RunCore () [0x00000] in <00000000000000000000000000000000>:0
UnityEngine.DebugLogHandler:Internal_Log(LogType, LogOption, String, Object)
LE.Telemetry.LETelemetry:Log(String, LogType, String, String, Object, Object)
LE.Telemetry.Logger.ClientLogHandler:LogFormat(LogType, Object, String, Object)
LE.Telemetry.Logger.ClientLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
LE.AssetBundles.d__103:MoveNext()
Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder1:Start(TStateMachine&) LE.AssetBundles.<LoadSceneAsync>d__102:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder1:Start(TStateMachine&)
LE.AssetBundles.AssetBundlesManager:LoadSceneAsync(String, LoadSceneMode)
d__4:MoveNext()
Cysharp.Threading.Tasks.CompilerServices.AsyncUniTaskMethodBuilder1:Start(TStateMachine&) PersistentUIActivator:Activate() ClientAppState.<Enter>d__2:MoveNext() Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask1:Run()
Cysharp.Threading.Tasks.UniTaskCompletionSourceCore1:TrySetResult(TResult) Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask1:SetResult()
d__1:MoveNext()
Cysharp.Threading.Tasks.CompilerServices.AsyncUniTask1:Run() Cysharp.Threading.Tasks.UniTaskCompletionSourceCore1:TrySetResult(TResult)
Cysharp.Threading.Tasks.WaitUntilPromise:MoveNext()
Cysharp.Threading.Tasks.Internal.PlayerLoopRunner:RunCore()

same here…

I fixed the problem with the help of ai.


With the Windows regional format set to Turkish (tr-TR), the game never gets past the initial loading screen. It fails while loading the PersistentUI scene, because the scene name is lowercased using the current culture. In Turkish, I lowercases to the dotless ı, so the lookup becomes persistentuı and the scene is not found. This looks like the classic “Turkish-I problem”.

Relevant lines from Player.log:

Scene PersistentUI load started: load mode: Additive
Error    Failed to load scene named persistentuı.
Error    LE.AssetBundles.AssetBundlesManager : Failed to load scene persistentuı due to exception.
Exception System.Exception: Unable to load scene -- SceneLoadRef is invalid! (CallerInfo: LEAssetBundlesManager.cs(963))
Exception System.Exception: Failed to enter state SystemLoading ---> System.Exception: Unable to load scene -- SceneLoadRef is invalid!

Call path: PersistentUIActivator.Activate() → AssetBundlesManager.LoadSceneAsync(String, LoadSceneMode)

Steps to reproduce:

  1. Set the Windows regional format / system locale to Turkish (Türkiye).

  2. Remove AppData\LocalLow\Eleventh Hour Games folder

  3. Launch Last Epoch via Steam.

  4. The game stays stuck on the loading screen. Nothing else in the log looks wrong (Steam init, backend config and GPU all initialize normally).

Workaround: Changing the Windows regional format, system locale and display language to English (United States) and restarting the PC fixes it.

Likely cause / suggested fix: Somewhere in the asset bundle / scene loading code, a string (probably the scene name) is lowercased with a culture-sensitive call such as ToLower(). Using ToLowerInvariant() (or StringComparison.OrdinalIgnoreCase for comparisons) would avoid this. Any other ToLower() / ToUpper() calls used for identifiers, asset keys or paths may be affected as well.

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