Crash on Project Launch

OSX El Capitan Early 2015 retina edition

Can’t open my project.

CRASH LOG:

SEGV_MAPERR at 0x3

FGenericPlatformMisc::RaiseException(unsigned int) Address = 0x10ac4531b [/Users/build/BuildFarm/build_++UE4+Release-4.11/Engine/Source/Runtime/Core/Private/GenericPlatform/GenericPlatformMisc.cpp, line 294] [in UE4Editor-Core.dylib]
FOutputDeviceMacError::Serialize(wchar_t const*, ELogVerbosity::Type, FName const&) Address = 0x10add6ee6 [/Users/build/BuildFarm/build_++UE4+Release-4.11/Engine/Source/Runtime/Core/Private/Mac/MacPlatformOutputDevices.cpp, line 93] [in UE4Editor-Core.dylib]
FOutputDevice::Logf(wchar_t const*, ...) Address = 0x10aecb6f7 [/Users/build/BuildFarm/build_++UE4+Release-4.11/Engine/Source/Runtime/Core/Private/Misc/OutputDevice.cpp, line 149] [in UE4Editor-Core.dylib]
FDebug::AssertFailed(char const*, char const*, int, wchar_t const*, ...) Address = 0x10ae999c4 [Runtime/Core/Public/Containers/ContainerAllocationPolicies.h, line 340] [in UE4Editor-Core.dylib]
UObject::UObject(FObjectInitializer const&) Address = 0x10b9ee543 [/Users/build/BuildFarm/build_++UE4+Release-4.11/Engine/Source/Runtime/CoreUObject/Private/UObject/UObjectGlobals.cpp, line 2251] [in UE4Editor-CoreUObject.dylib]
UProperty::UProperty(FObjectInitializer const&) Address = 0x10b8e0eee [/Users/build/BuildFarm/build_++UE4+Release-4.11/Engine/Source/Runtime/CoreUObject/Private/UObject/Property.cpp, line 329] [in UE4Editor-CoreUObject.dylib]
AMyPawnIntro::AMyPawnIntro() Address = 0x1611de693 [/Users/josephnam/Documents/Unreal Projects/CPPIntro/Source/CPPIntro/MyPawnIntro.cpp, line 11] [in UE4Editor-CPPIntro.dylib]
UClass::CreateDefaultObject() Address = 0x10b76c1e2 [/Users/build/BuildFarm/build_++UE4+Release-4.11/Engine/Source/Runtime/CoreUObject/Private/UObject/Class.cpp, line 2763] [in UE4Editor-CoreUObject.dylib]
ProcessNewlyLoadedUObjects() Address = 0x10b9c752d [/Users/build/BuildFarm/build_++UE4+Release-4.11/Engine/Source/Runtime/CoreUObject/Private/UObject/UObjectBase.cpp, line 724] [in UE4Editor-CoreUObject.dylib]
TBaseStaticDelegateInstance::ExecuteIfSafe() const Address = 0x10b8c7767 [Runtime/Core/Public/Delegates/DelegateInstancesImpl_Variadics.inl, line 1021] [in UE4Editor-CoreUObject.dylib]
TBaseMulticastDelegate::Broadcast() const Address = 0x10ad1d84a [/Users/build/BuildFarm/build_++UE4+Release-4.11/Engine/Source/Runtime/Core/Public/Delegates/DelegateSignatureImpl_Variadics.inl, line 921] [in UE4Editor-Core.dylib]
FModuleManager::LoadModuleWithFailureReason(FName, EModuleLoadResult&, bool) Address = 0x10af48b9c [/Users/build/BuildFarm/build_++UE4+Release-4.11/Engine/Source/Runtime/Core/Private/Modules/ModuleManager.cpp, line 427] [in UE4Editor-Core.dylib]
FModuleDescriptor::LoadModulesForPhase(ELoadingPhase::Type, TArray const&, TMap >&) Address = 0x1112369f9 [/Users/build/BuildFarm/build_++UE4+Release-4.11/Engine/Source/Runtime/Projects/Private/ModuleDescriptor.cpp, line 399] [in UE4Editor-Projects.dylib]
FProjectManager::LoadModulesForProject(ELoadingPhase::Type) Address = 0x1112499c7 [/Users/build/BuildFarm/build_++UE4+Release-4.11/Engine/Source/Runtime/Projects/Private/ProjectManager.cpp, line 53] [in UE4Editor-Projects.dylib]
FEngineLoop::LoadStartupModules() Address = 0x10ab93c17 (filename not found) [in UE4Editor]
FEngineLoop::PreInit(wchar_t const*) Address = 0x10ab73d76 (filename not found) [in UE4Editor]
GuardedMain(wchar_t const*) Address = 0x10ab86ea4 (filename not found) [in UE4Editor]
-[UE4AppDelegate runGameThread:] Address = 0x10ab978fc (filename not found) [in UE4Editor]
-[FCocoaGameThread main] Address = 0x10adae746 [/Users/build/BuildFarm/build_++UE4+Release-4.11/Engine/Source/Runtime/Core/Private/Mac/CocoaThread.cpp, line 368] [in UE4Editor-Core.dylib]

Hi jkn95,

Please provide additional information about when this crash occurred:

  • Are you opening the editor from the Launcher or working from a GitHub build of the engine?
  • Were you working on the project when you experienced the crash and then it wouldn’t reopen?
  • If you were working on a project when it crashed, do you know what asset you were working on at the time?
  • Did this occur when you went to open your project after a successful shut down
  • Do you use any software like Time Machine for back up that you can revert to the previous couple of days?
  • What is the name of the game you are working on?

Also, when the crash reporter window is open, please cut and paste your Machine ID here so we can cross reference your crash data on our Crash Reporter site.

Thanks,

Steve H.

Hi jkn95,

Since we have not heard back from you in a few days, we are marking this post “resolved” for tracking purposes. However, if you are still unable to open your project and would like additional help, please respond with the requested information and we will do our best to identify the cause of the issue.

Thanks,

Steve H.