Here is a Stack Overflow thread that deals with the same error, and it also mentions being unable to locally debug. Have a look and see if any of that relates to the issue you’re seeing.
Well, there is nothing related to objective-c, no try/catch or anything what could sound similar. But…
In the method before, there is:
// Map an import/export index to an object; all errors here are fatal.
UObject* ULinkerLoad::IndexToObject( FPackageIndex Index )
{
if( Index.IsExport() )
{
check(ExportMap.IsValidIndex( Index.ToExport() ) );
return CreateExport( Index.ToExport() );
}
Could it be possible that check() is working with delay in the next step? And why Index would be invalid in debug… I’ll check this on Monday
PS. On the other hand, it still looks like the Linker was removed by garbage collector. It enters the CreateExport function, but it become null from out of nowhere.
I tried FObjectFinder< UAnimBlueprint > but it has simillar error (ULinkerLoad becomes NULL).
But when I added new, simple and pure, Animation Blueprint and loaded it it went just fine (it crashed later, during the map loading). So it looks like there is something wrong with the blueprint itself.
Unfortunatelly, the blueprint is quite complex at this point and I have no idea what could make it so wrong
Edit: We found some Linker warnings during cooking, maybe they are the cause. Funny is only iOS might be so restrict
I reached out to the iOS dev for more info, here is his response:
He’s running out of stack space while in debug. There will be a fix for this in 4.8, but in the mean time he can increase the minimum thread stack size to 256k and the main thread stack size to 2Mb. The main thread size is specified at the top of IOSAppDelegate.m and the thread size is specified in GetDefaultStackSize in ApplePlatformRunnableThread.h and is AdjustStackSize()