Crash in Mac Editor when Packaging for iOS

I’m attempting to build for iOS using a project that is known to work on a machine with much more ram. This is the stack trace dumped by the Apple Crash Reporter after firing off a package operation. I will attach relevant message log output in a separate comment.


Process:         UE4Editor [4554]
Path:            /Users/Shared/*/
Identifier:      com.epicgames.UE4Editor
Version:         4.2.1 (4.2.1)
Code Type:       X86-64 (Native)
Parent Process:  mono [4553]
Responsible:     UE4Editor [4505]
User ID:         501

Date/Time:       2014-07-08 09:53:54.839 -0400
OS Version:      Mac OS X 10.9.4 (13E28)
Report Version:  11
Anonymous UUID:  32F1B35A-C7D5-489C-2FC1-362BBDF2F208

Sleep/Wake UUID: 631C04BE-60CB-495A-9E28-E15016E16905

Crashed Thread:  0  Dispatch queue:

Exception Codes: KERN_INVALID_ADDRESS at 0x0000000000000000

VM Regions Near 0:
    __TEXT                 0000000103cbb000-0000000103ceb000 [  192K] r-x/rwx SM=COW  /Users/Shared/*/

Thread 0 Crashed:: Dispatch queue:
0   UE4Editor-Core.dylib          	0x0000000103f7087e FPlatformFileOpenLog::OpenRead(wchar_t const*) + 590
1   UE4Editor-Core.dylib          	0x0000000103ec9c8a FFileManagerGeneric::CreateFileReader(wchar_t const*, unsigned int) + 90
2   UE4Editor-Core.dylib          	0x0000000103ff8457 FFileHelper::LoadFileToString(FString&, wchar_t const*, unsigned int) + 55
3   UE4Editor-Projects.dylib      	0x0000000108ab6f36 FProjectOrPlugin::LoadFromFile(FString const&, FText&) + 166
4   UE4Editor-Projects.dylib      	0x0000000108abd6f0 FProjectManager::LoadProjectFile(FString const&) + 176
5   com.epicgames.UE4Editor       	0x0000000103cc97f7 FEngineLoop::PreInit(wchar_t const*) + 12407
6   com.epicgames.UE4Editor       	0x0000000103cd11fc GuardedMain(wchar_t const*) + 28
7   com.epicgames.UE4Editor       	0x0000000103cd7630 -[UE4AppDelegate applicationDidFinishLaunching:] + 2080
9      	0x00007fff8d9f282d _CFXNotificationPost + 2893
10          	0x00007fff8f22f7ba -[NSNotificationCenter postNotificationName:object:userInfo:] + 68
11              	0x00007fff88237b69 -[NSApplication _postDidFinishNotification] + 289
12              	0x00007fff8823789c -[NSApplication _sendFinishLaunchingNotification] + 195
13              	0x00007fff88234786 -[NSApplication(NSAppleEventHandling) _handleAEOpenEvent:] + 570
14              	0x00007fff882341db -[NSApplication(NSAppleEventHandling) _handleCoreEvent:withReplyEvent:] + 242
15          	0x00007fff8f24df0a -[NSAppleEventManager dispatchRawAppleEvent:withRawReply:handlerRefCon:] + 294
16          	0x00007fff8f24dd7d _NSAppleEventManagerGenericHandler + 106
17                  	0x00007fff8661ce1f aeDispatchAppleEvent(AEDesc const*, AEDesc*, unsigned int, unsigned char*) + 381
18                  	0x00007fff8661cc32 dispatchEventAndSendReply(AEDesc const*, AEDesc*) + 31
19                  	0x00007fff8661cb36 aeProcessAppleEvent + 315
20           	0x00007fff8bcf4161 AEProcessAppleEvent + 56
21              	0x00007fff882300b6 _DPSNextEvent + 1026
22              	0x00007fff8822f89b -[NSApplication nextEventMatchingMask:untilDate:inMode:dequeue:] + 122
23              	0x00007fff8822399c -[NSApplication run] + 553
24              	0x00007fff8820e783 NSApplicationMain + 940
25  com.epicgames.UE4Editor       	0x0000000103cd7e9b tchar_main(int, wchar_t**) + 1243
26  com.epicgames.UE4Editor       	0x0000000103cd7904 main + 276
27  libdyld.dylib                 	0x00007fff8e12f5fd start + 1

Thread 1:
0   libsystem_kernel.dylib        	0x00007fff86fb3e6a __workq_kernreturn + 10
1   libsystem_pthread.dylib       	0x00007fff8d104f08 _pthread_wqthread + 330
2   libsystem_pthread.dylib       	0x00007fff8d107fb9 start_wqthread + 13

Thread 2:: Dispatch queue:
0   libsystem_kernel.dylib        	0x00007fff86fb4662 kevent64 + 10
1   libdispatch.dylib             	0x00007fff87070421 _dispatch_mgr_invoke + 239
2   libdispatch.dylib             	0x00007fff87070136 _dispatch_mgr_thread + 52

Thread 3:
0   libsystem_kernel.dylib        	0x00007fff86fb3e6a __workq_kernreturn + 10
1   libsystem_pthread.dylib       	0x00007fff8d104f08 _pthread_wqthread + 330
2   libsystem_pthread.dylib       	0x00007fff8d107fb9 start_wqthread + 13

Thread 4:
0   libsystem_kernel.dylib        	0x00007fff86fb3e6a __workq_kernreturn + 10
1   libsystem_pthread.dylib       	0x00007fff8d104f08 _pthread_wqthread + 330
2   libsystem_pthread.dylib       	0x00007fff8d107fb9 start_wqthread + 13

Thread 0 crashed with X86 Thread State (64-bit):
  rax: 0x00007f8dec304090  rbx: 0x00007f8dea6db5c0  rcx: 0x0000000000000010  rdx: 0xfffffffffffffff0
  rdi: 0x00007f8dec307f40  rsi: 0x00007fff5bf41b80  rbp: 0x00007fff5bf42430  rsp: 0x00007fff5bf42280
   r8: 0x0000000000000024   r9: 0x0000000000000001  r10: 0x0000000072ea722b  r11: 0xffffff8e903c6400
  r12: 0x00000001042bbfd8  r13: 0x0000000000000000  r14: 0x0000000000000000  r15: 0x00007f8dea6db501
  rip: 0x0000000103f7087e  rfl: 0x0000000000010246  cr2: 0x0000000000000000
Logical CPU:     1
Error Code:      0x00000004
Trap Number:     14

VM Region Summary:
ReadOnly portion of Libraries: Total=375.6M resident=164.5M(44%) swapped_out_or_unallocated=211.0M(56%)
Writable regions: Total=120.4M written=8960K(7%) resident=9260K(8%) swapped_out=5612K(5%) unallocated=111.4M(92%)
REGION TYPE                      VIRTUAL
===========                      =======
CG shared images                    140K
Dispatch continuations             16.0M
Kernel Alloc Once                     8K
MALLOC                             72.6M
MALLOC (admin)                       32K
Memory Tag 242                       12K
STACK GUARD                        56.0M
Stack                              9824K
VM_ALLOCATE                        16.3M
__DATA                             26.6M
__IMAGE                             528K
__LINKEDIT                        161.4M
__TEXT                            214.1M
__UNICODE                           544K
mapped file                        37.8M
shared memory                         4K
===========                      =======
TOTAL                             611.8M

Model: MacBookPro10,1, BootROM MBP101.00EE.B02, 4 processors, Intel Core i7, 2.6 GHz, 8 GB, SMC 2.3f36
Graphics: Intel HD Graphics 4000, Intel HD Graphics 4000, Built-In
Graphics: NVIDIA GeForce GT 650M, NVIDIA GeForce GT 650M, PCIe, 1024 MB
Memory Module: BANK 0/DIMM0, 4 GB, DDR3, 1600 MHz, 0x80AD, 0x484D54333531533642465238432D50422020
Memory Module: BANK 1/DIMM0, 4 GB, DDR3, 1600 MHz, 0x80AD, 0x484D54333531533642465238432D50422020
AirPort: spairport_wireless_card_type_airport_extreme (0x14E4, 0xEF), Broadcom BCM43xx 1.0 (
Bluetooth: Version 4.2.6f1 14216, 3 services, 23 devices, 1 incoming serial ports
Network Service: Wi-Fi, AirPort, en0
Serial ATA Device: APPLE SSD SM512E, 500.28 GB
USB Device: Hub
USB Device: FaceTime HD Camera (Built-in)
USB Device: Hub
USB Device: Hub
USB Device: Apple Internal Keyboard / Trackpad
USB Device: BRCM20702 Hub
USB Device: Bluetooth USB Host Controller
Thunderbolt Bus: MacBook Pro, Apple Inc., 23.4

Message log text

When attempting to build for Windows (using the Windows editor) the following message output results from a failed package attempt as well:link text

It appears as though when using Perforce version control, you must check out the Entire project prior to making a build or you get silent failures such as these.

It appears as though when using Perforce version control, you must check out the Entire project prior to making a build or you get silent failures such as these.

Hi ,

Do you by any chance have your Saved or Intermediate folders checked into Perforce? Those folders should be local only, and could cause problems if they are -only, although I’m not sure if that explains the call stack from the Mac crash.


We do not have Saved or Intermediate checked into version control.

This is related to the above; same project attempting to build. Unreal Editor Crashes on Project Launch - Platform & Builds - Unreal Engine Forums

this shouldn’t be marked answered.

Looks like the editor crashed running this:

/Users/Shared/UnrealEngine/4.2/Engine/Binaries/Mac/ /Users/tingham/Documents/MartianCraft/tingham/MC_RepublicSniper/MC_RepublicSniper.uproject -run=Cook -MapIniSection=AllMaps -TargetPlatform=IOS -buildmachine -Unversioned -fileopenlog -abslog="/Users/tingham/Library/Logs/Unreal Engine/LocalBuildLogs/Cook.1.txt" -stdout -FORCELOGFLUSH -CrashForUAT -unattended -AllowStdOutLogVerbosity

/Users/tingham/Library/Logs/Unreal Engine/LocalBuildLogs/Cook.1.txt may have more info on what exactly was wrong. Could you attach it? Thanks!

The file does not exist.

Hmm. Would it be crashing that early? OK. In that case maybe you could open terminal and run this command? It should output the log contents to the terminal. I mean this command:

/Users/Shared/UnrealEngine/4.2/Engine/Binaries/Mac/ /Users/tingham/Documents/MartianCraft/tingham/MC_RepublicSniper/MC_RepublicSniper.uproject -run=Cook -MapIniSection=AllMaps -TargetPlatform=IOS -buildmachine -Unversioned -fileopenlog -abslog="/Users/tingham/Library/Logs/Unreal Engine/LocalBuildLogs/Cook.1.txt" -stdout -FORCELOGFLUSH -CrashForUAT -unattended -AllowStdOutLogVerbosity

The cook completed using this command. I was able to package to an IPA (have not gotten it on a device yet to test.)

And you can still reproduce the crash when you package from the editor?

The call stack from Mac says that the engine crashed trying to load your game’s .uproject file. I was hoping that the log from running it would contain some warning or error text that would give us more info. Without it, at this moment, I don’t have any idea what could prevent it from reading this file :frowning:

It’s really strange but I was able to complete a build by cooking on the command line and packaging in the editor. the IPA runs just fine on the device. I’m going to tinker around a bit more and see if I inadvertently changed anything else.


Thank you for your report. We were not able to investigate this on the engine version you reported, but there have been many version changes to UE4 since this question was first posted. With a new version of the Engine comes new fixes and it is possible that this issue has changed or may no longer occur. Due to timetable of when this issue was first posted, we are marking this post as resolved for tracking purposes.

If you are still experiencing the issue you reported in the current engine version, then please respond to this message with additional information and we will investigate as soon as possible. If you are experiencing a similar, but different issue at this time, please submit a new report for it.

Thank you

In case anyone finds this in the future:

Make sure you do not have EditorOpenOrder.log accidentally under revision control by P4 or some other write-locking version control (SVN, whatever). EditorOpenOrder.log can be found in your project Build//FileOpenOrder/ directory. It’s easy to accidentally add this to P4 if you aren’t paying attention, because Build/ typically doesn’t have anything else in it except for your application icon.