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Level streaming crash on unload (On Arm64 only, ArmV7 works fine)

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    Level streaming crash on unload (On Arm64 only, ArmV7 works fine)

    This is some weird crash, I've spent some time trying to find out how to replicate it
    I'm hoping if somebody could at least point out what might be wrong

    A combination that causes the crash is:

    1) Static lighting on levels
    2) Having skeletal mesh with an animator
    3) Unloading streamed level instance (safe to hide, but setting 'ShouldBeLoaded' to false crashes the game)

    Level streaming actor
    Click image for larger version

Name:	2020-10-25 20-28-36 Screenshot.png
Views:	247
Size:	341.4 KB
ID:	1825819

    Levels by themselves contain few static meshes and light
    Player pawn uses animation asset for mesh
    Click image for larger version

Name:	2020-10-25 20-50-20 Screenshot.png
Views:	120
Size:	338.1 KB
ID:	1825820

    this is how the android log for the app looks like:
    Code:
    10-25 20:38:50.533 26737 26827 D UE4 : [2020.10.25-13.38.50:533][ 99]LogBlueprintUserMessages: [Sequence_2] Load Level
    10-25 20:38:50.534 26737 26827 D UE4 : [2020.10.25-13.38.50:534][ 99]LogSlate: Took 0.000314 seconds to synchronously load lazily loaded font '../../../Engine/Content/Slate/Fonts/Roboto-Regular.ttf' (155K)
    10-25 20:38:51.365 26737 26737 D UE4 : [GameActivity] Battery: status = 2, rawlevel = 76, scale = 100
    10-25 20:38:51.366 26737 26737 D UE4 : nativeBatteryEvent(stat = 2, lvl = 76 temp = 29.20 °C)
    10-25 20:38:52.541 26737 26827 D UE4 : [2020.10.25-13.38.52:541][214]LogBlueprintUserMessages: [Sequence_2] UNLOAD Level
    10-25 20:38:52.578 26737 26827 D UE4 : [2020.10.25-13.38.52:578][215]LogUObjectHash: Compacting FUObjectHashTables data took 3.03ms
    10-25 20:38:52.590 26737 26899 W estAndroidCras: 0xebadde09 skipped times: 0
    --------- beginning of crash
    10-25 20:38:52.592 26737 26899 F libc : Fatal signal 11 (SIGSEGV), code 1 (SEGV_MAPERR), fault addr 0xdddddddddddddddd in tid 26899 (RenderThread 1), pid 26737 (MainThread-UE4)
    10-25 20:38:53.836 26737 26737 D UE4 : [GameActivity] onPause: stop memory reporter runnable
    10-25 20:38:53.836 26737 26737 D UE4 : [GameActivity] Unregistering sensor listeners
    10-25 20:38:53.845 26737 26737 D SensorManager: unregisterListener ::
    10-25 20:38:53.846 26737 26828 D UE4 : Case APP_CMD_PAUSE
    10-25 20:38:53.846 26737 26737 D UE4 : [GameActivity] ==============> GameActive.onPause complete!
    10-25 20:38:53.846 26737 26828 D UE4 : [2020.10.25-13.38.53:846][217]LogAndroid: Case APP_CMD_PAUSE
    10-25 20:38:53.846 26737 26828 D UE4 : LogAndroidEvents::EnqueueAppEvent : 6, [width=-1, height=-1], tid = 26828, APP_EVENT_STATE_ON_PAUSE
    10-25 20:38:53.847 26737 26828 D UE4 : [2020.10.25-13.38.53:847][217]LogAndroid: event thread, suspending app, acquiring HW window lock.
    10-25 20:38:53.847 26737 26828 D UE4 : LogAndroidEvents::EnqueueAppEvent : 15, [width=-1, height=-1], tid = 26828, APP_EVENT_RUN_CALLBACK
    10-25 20:38:53.847 26737 26828 D UE4 : [2020.10.25-13.38.53:847][217]LogAndroid: AndroidEGL:: SuspendApp_EventThread, waiting for event manager to process. tid: 26828
    I've uploaded project and build if somebody curios
    Project: https://drive.google.com/file/d/1PmZ...ew?usp=sharing
    Build: https://drive.google.com/file/d/1oA5...ew?usp=sharing
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