Crash on 'Save All' (4.2)

Branch: Binary

Build: 4.2.0-2092659

System Specs:

Steps to Reproduce:

It doesn’t happen consistently enough to reliably reproduce, but at least a couple of times per day hitting ‘Save All’ in the level editor after switching from a blueprint will cause a crash. This happens in new or existing projects, and seems to have started happening with the 4.2 release.

Call stack:

SIGSEGV: invalid attempt to access memory at address 0x3

EngineCrashHandler(FGenericCrashContext const&) [in UE4Editor) + 15
, line 994524901] [in UE4Editor]
PlatformCrashHandler(int, __siginfo*, void*) [in UE4Editor-Core.dylib) + 95
, line 994524901] [in UE4Editor-Core.dylib]
_sigtramp() Address = 0x922c45aa (filename not found) [in libsystem_platform.dylib]

FMsg::Logf(char const*, int, FName const&, ELogVerbosity::Type, wchar_t const*, ...) Address = 0x41bead5  (filename not found) [in UE4Editor-Core.dylib]
StaticFindObject(UClass*, UObject*, wchar_t const*, bool) Address = 0x48ae873  (filename not found) [in UE4Editor-CoreUObject.dylib]
FGameModeInfoCustomizer::GetCurrentGameModeClass() const Address = 0x9bda64b  (filename not found) [in UE4Editor-UnrealEd.dylib]
FGameModeInfoCustomizer::CanBrowseGameMode() const Address = 0x9bda1a9  (filename not found) [in UE4Editor-UnrealEd.dylib]
TBaseSPMethodDelegateInstance_RetVal_NoParams_Const<FGameModeInfoCustomizer, bool, (ESPMode::Type)0>::Execute() const Address = 0x260e5179 (filename not found) [in UE4Editor-DetailCustomizations.dylib]
LocateWidgetsUnderCursor_Helper(FArrangedWidget&, FVector2D, FArrangedChildren&, bool) Address = 0x89fae82  (filename not found) [in UE4Editor-Slate.dylib]
LocateWidgetsUnderCursor_Helper(FArrangedWidget&, FVector2D, FArrangedChildren&, bool) Address = 0x89faea6  (filename not found) [in UE4Editor-Slate.dylib]
LocateWidgetsUnderCursor_Helper(FArrangedWidget&, FVector2D, FArrangedChildren&, bool) Address = 0x89faea6  (filename not found) [in UE4Editor-Slate.dylib]
LocateWidgetsUnderCursor_Helper(FArrangedWidget&, FVector2D, FArrangedChildren&, bool) Address = 0x89faea6  (filename not found) [in UE4Editor-Slate.dylib]
LocateWidgetsUnderCursor_Helper(FArrangedWidget&, FVector2D, FArrangedChildren&, bool) Address = 0x89faea6  (filename not found) [in UE4Editor-Slate.dylib]
LocateWidgetsUnderCursor_Helper(FArrangedWidget&, FVector2D, FArrangedChildren&, bool) Address = 0x89faea6  (filename not found) [in UE4Editor-Slate.dylib]
LocateWidgetsUnderCursor_Helper(FArrangedWidget&, FVector2D, FArrangedChildren&, bool) Address = 0x89faea6  (filename not found) [in UE4Editor-Slate.dylib]
LocateWidgetsUnderCursor_Helper(FArrangedWidget&, FVector2D, FArrangedChildren&, bool) Address = 0x89faea6  (filename not found) [in UE4Editor-Slate.dylib]
LocateWidgetsUnderCursor_Helper(FArrangedWidget&, FVector2D, FArrangedChildren&, bool) Address = 0x89faea6  (filename not found) [in UE4Editor-Slate.dylib]
LocateWidgetsUnderCursor_Helper(FArrangedWidget&, FVector2D, FArrangedChildren&, bool) Address = 0x89faea6  (filename not found) [in UE4Editor-Slate.dylib]
LocateWidgetsUnderCursor_Helper(FArrangedWidget&, FVector2D, FArrangedChildren&, bool) Address = 0x89faea6  (filename not found) [in UE4Editor-Slate.dylib]
LocateWidgetsUnderCursor_Helper(FArrangedWidget&, FVector2D, FArrangedChildren&, bool) Address = 0x89faea6  (filename not found) [in UE4Editor-Slate.dylib]
LocateWidgetsUnderCursor_Helper(FArrangedWidget&, FVector2D, FArrangedChildren&, bool) Address = 0x89faea6  (filename not found) [in UE4Editor-Slate.dylib]
LocateWidgetsUnderCursor_Helper(FArrangedWidget&, FVector2D, FArrangedChildren&, bool) Address = 0x89faea6  (filename not found) [in UE4Editor-Slate.dylib]
LocateWidgetsUnderCursor_Helper(FArrangedWidget&, FVector2D, FArrangedChildren&, bool) Address = 0x89faea6  (filename not found) [in UE4Editor-Slate.dylib]
LocateWidgetsUnderCursor_Helper(FArrangedWidget&, FVector2D, FArrangedChildren&, bool) Address = 0x89faea6  (filename not found) [in UE4Editor-Slate.dylib]
LocateWidgetsUnderCursor_Helper(FArrangedWidget&, FVector2D, FArrangedChildren&, bool) Address = 0x89faea6  (filename not found) [in UE4Editor-Slate.dylib]
LocateWidgetsUnderCursor_Helper(FArrangedWidget&, FVector2D, FArrangedChildren&, bool) Address = 0x89faea6  (filename not found) [in UE4Editor-Slate.dylib]
LocateWidgetsUnderCursor_Helper(FArrangedWidget&, FVector2D, FArrangedChildren&, bool) Address = 0x89faea6  (filename not found) [in UE4Editor-Slate.dylib]
LocateWidgetsUnderCursor_Helper(FArrangedWidget&, FVector2D, FArrangedChildren&, bool) Address = 0x89faea6  (filename not found) [in UE4Editor-Slate.dylib]
LocateWidgetsUnderCursor_Helper(FArrangedWidget&, FVector2D, FArrangedChildren&, bool) Address = 0x89faea6  (filename not found) [in UE4Editor-Slate.dylib]
LocateWidgetsUnderCursor_Helper(FArrangedWidget&, FVector2D, FArrangedChildren&, bool) Address = 0x89faea6  (filename not found) [in UE4Editor-Slate.dylib]
LocateWidgetsUnderCursor_Helper(FArrangedWidget&, FVector2D, FArrangedChildren&, bool) Address = 0x89faea6  (filename not found) [in UE4Editor-Slate.dylib]
LocateWidgetsUnderCursor_Helper(FArrangedWidget&, FVector2D, FArrangedChildren&, bool) Address = 0x89faea6  (filename not found) [in UE4Editor-Slate.dylib]
LocateWidgetsUnderCursor_Helper(FArrangedWidget&, FVector2D, FArrangedChildren&, bool) Address = 0x89faea6  (filename not found) [in UE4Editor-Slate.dylib]
LocateWidgetsUnderCursor_Helper(FArrangedWidget&, FVector2D, FArrangedChildren&, bool) Address = 0x89faea6  (filename not found) [in UE4Editor-Slate.dylib]
LocateWidgetsUnderCursor_Helper(FArrangedWidget&, FVector2D, FArrangedChildren&, bool) Address = 0x89faea6  (filename not found) [in UE4Editor-Slate.dylib]
LocateWidgetsUnderCursor_Helper(FArrangedWidget&, FVector2D, FArrangedChildren&, bool) Address = 0x89faea6  (filename not found) [in UE4Editor-Slate.dylib]
LocateWidgetsUnderCursor_Helper(FArrangedWidget&, FVector2D, FArrangedChildren&, bool) Address = 0x89faea6  (filename not found) [in UE4Editor-Slate.dylib]
LocateWidgetsUnderCursor_Helper(FArrangedWidget&, FVector2D, FArrangedChildren&, bool) Address = 0x89faea6  (filename not found) [in UE4Editor-Slate.dylib]
LocateWidgetsUnderCursor_Helper(FArrangedWidget&, FVector2D, FArrangedChildren&, bool) Address = 0x89faea6  (filename not found) [in UE4Editor-Slate.dylib]
LocateWidgetsUnderCursor_Helper(FArrangedWidget&, FVector2D, FArrangedChildren&, bool) Address = 0x89faea6  (filename not found) [in UE4Editor-Slate.dylib]
LocateWidgetsUnderCursor_Helper(FArrangedWidget&, FVector2D, FArrangedChildren&, bool) Address = 0x89faea6  (filename not found) [in UE4Editor-Slate.dylib]
LocateWidgetsUnderCursor_Helper(FArrangedWidget&, FVector2D, FArrangedChildren&, bool) Address = 0x89faea6  (filename not found) [in UE4Editor-Slate.dylib]
FSlateApplication::LocateWindowUnderMouse(FVector2D, TArray<TSharedRef<SWindow, (ESPMode::Type)0>, FDefaultAllocator> const&, bool) Address = 0x89fa7b5  (filename not found) [in UE4Editor-Slate.dylib]
SWindow::GetCurrentWindowZone(FVector2D) Address = 0x92f9cd8  (filename not found) [in UE4Editor-SlateCore.dylib]
FSlateApplication::GetWindowZoneForPoint(TSharedRef<FGenericWindow, (ESPMode::Type)0> const&, int, int) Address = 0x8a1d786  (filename not found) [in UE4Editor-Slate.dylib]
FMacApplication::IsWindowMovable(FSlateCocoaWindow*, bool*) Address = 0x4148fba  (filename not found) [in UE4Editor-Core.dylib]
FMacApplication::ProcessEvent(NSEvent*) Address = 0x4149c60  (filename not found) [in UE4Editor-Core.dylib]
FMacApplication::ProcessDeferredEvents(float) Address = 0x4149324  (filename not found) [in UE4Editor-Core.dylib]
FSlateApplication::Tick() Address = 0x89ff754  (filename not found) [in UE4Editor-Slate.dylib]
TickSlate() Address = 0x98fe579  (filename not found) [in UE4Editor-UnrealEd.dylib]
UPackage::SavePackage(UPackage*, UObject*, EObjectFlags, wchar_t const*, FOutputDevice*, ULinkerLoad*, bool, bool, unsigned int, ITargetPlatform const*, FDateTime const&) Address = 0x487ea60  (filename not found) [in UE4Editor-CoreUObject.dylib]
UEditorEngine::SavePackage(UPackage*, UObject*, EObjectFlags, wchar_t const*, FOutputDevice*, ULinkerLoad*, bool, bool, unsigned int, ITargetPlatform const*, FDateTime const&) Address = 0x979ada7  (filename not found) [in UE4Editor-UnrealEd.dylib]
SaveWorld(UWorld*, FString const*, wchar_t const*, wchar_t const*, bool, bool, FString&, bool, bool) Address = 0x9905eed  (filename not found) [in UE4Editor-UnrealEd.dylib]
FEditorFileUtils::SaveMap(UWorld*, FString const&) Address = 0x99105c7  (filename not found) [in UE4Editor-UnrealEd.dylib]
InternalSavePackage(UPackage*, bool&, FOutputDevice&) Address = 0x9913f55  (filename not found) [in UE4Editor-UnrealEd.dylib]
FEditorFileUtils::PromptForCheckoutAndSave(TArray<UPackage*, FDefaultAllocator> const&, bool, bool, TArray<UPackage*, FDefaultAllocator>*) Address = 0x99126be  (filename not found) [in UE4Editor-UnrealEd.dylib]
FEditorFileUtils::SaveDirtyPackages(bool, bool, bool, bool, bool, bool*) Address = 0x990f2d6  (filename not found) [in UE4Editor-UnrealEd.dylib]
TBaseStaticDelegateInstance_NoParams<void>::ExecuteIfSafe() const Address = 0xade876a  (filename not found) [in UE4Editor-MainFrame.dylib]
FUICommandList::ConditionalProcessCommandBindings(FKey, bool, bool, bool, bool) const Address = 0x8a2f134  (filename not found) [in UE4Editor-Slate.dylib]
FUICommandList::ProcessCommandBindings(FKeyboardEvent const&) const Address = 0x8a2eafa  (filename not found) [in UE4Editor-Slate.dylib]
FMainFrameActionCallbacks::OnUnhandledKeyDownEvent(FKeyboardEvent const&) Address = 0xadc61f1  (filename not found) [in UE4Editor-MainFrame.dylib]
TBaseStaticDelegateInstance_RetVal_OneParam<FReply, FKeyboardEvent const&>::Execute(FKeyboardEvent const&) const Address = 0xade7ce2  (filename not found) [in UE4Editor-MainFrame.dylib]
FSlateApplication::ProcessKeyDownMessage(FKeyboardEvent&) Address = 0x8a14441  (filename not found) [in UE4Editor-Slate.dylib]
FSlateApplication::OnKeyDown(int, unsigned int, bool) Address = 0x8a13b52  (filename not found) [in UE4Editor-Slate.dylib]
FMacApplication::ProcessEvent(NSEvent*) Address = 0x414abdb  (filename not found) [in UE4Editor-Core.dylib]
FMacApplication::ProcessDeferredEvents(float) Address = 0x4149324  (filename not found) [in UE4Editor-Core.dylib]
FSlateApplication::Tick() Address = 0x89ff754  (filename not found) [in UE4Editor-Slate.dylib]
FEngineLoop::Tick() Address = 0x3eabdc5  (filename not found) [in UE4Editor]
GuardedMain(wchar_t const*) Address = 0x3eaeab1  (filename not found) [in UE4Editor]
-[UE4AppDelegate applicationDidFinishLaunching:] Address = 0x3eb57bc  (filename not found) [in UE4Editor]
__CFNOTIFICATIONCENTER_IS_CALLING_OUT_TO_AN_OBSERVER__() Address = 0x99f1ce0c (filename not found) [in CoreFoundation]
_CFXNotificationPost() Address = 0x99e10a6d (filename not found) [in CoreFoundation]
-[NSNotificationCenter postNotificationName:object:userInfo:] Address = 0x984417ba (filename not found) [in Foundation]
-[NSApplication _postDidFinishNotification] Address = 0x8d3f0cf9 (filename not found) [in AppKit]
-[NSApplication _sendFinishLaunchingNotification] Address = 0x8d3f0a2c (filename not found) [in AppKit]
-[NSApplication(NSAppleEventHandling) _handleAEOpenDocumentsForURLs:] Address = 0x8d786a1b (filename not found) [in AppKit]
-[NSApplication(NSAppleEventHandling) _handleCoreEvent:withReplyEvent:] Address = 0x8d3ed43b (filename not found) [in AppKit]
-[NSAppleEventManager dispatchRawAppleEvent:withRawReply:handlerRefCon:] Address = 0x9845ff0a (filename not found) [in Foundation]
_NSAppleEventManagerGenericHandler() Address = 0x9845fd7d (filename not found) [in Foundation]
aeDispatchAppleEvent(AEDesc const*, AEDesc*, unsigned int, unsigned char*) Address = 0x9421fe1f (filename not found) [in AE]
dispatchEventAndSendReply(AEDesc const*, AEDesc*) Address = 0x9421fc32 (filename not found) [in AE]
aeProcessAppleEvent() Address = 0x9421fb36 (filename not found) [in AE]
AEProcessAppleEvent() Address = 0x96856161 (filename not found) [in HIToolbox]
_DPSNextEvent() Address = 0x8d3e9246 (filename not found) [in AppKit]
-[NSApplication nextEventMatchingMask:untilDate:inMode:dequeue:] Address = 0x8d3e8a2b (filename not found) [in AppKit]
-[NSApplication run] Address = 0x8d3dcb2c (filename not found) [in AppKit]
NSApplicationMain() Address = 0x8d3c7913 (filename not found) [in AppKit]
tchar_main(int, wchar_t**) Address = 0x3eb6036  (filename not found) [in UE4Editor]
main() Address = 0x3eb5a96  (filename not found) [in UE4Editor]
start() Address = 0x987b45fd (filename not found) [in libdyld.dylib]

Hey piinecone,

Did this happen in 4.1.1, or is this only happening after upgrading to 4.2? Does this happen in every project? Does it happen in a new project?

Could you tell us your system specs? You can find this in About This Mac > More Info.

Thanks!

Hey Ben, I will get you all of these details today! I do believe that I only began experiencing this particular crash in 4.2. I have a few more crashes to report that I think are reproducible but I want to verify that first. Would you like me to create separate entries for each? I’m guessing yes since they’re not necessarily related.

Yes, please create a separate report for each crash if you believe the causes to be separate issues. We can always close them out if it turns out they’re related. Thanks!

Hey piinecone,

I haven’t been able to reproduce this issue, and without a reliable reproduction I’m not sure we can fix it. If you continue to see this happen, can you narrow down the steps you take? Thanks!

Sure, I will do my best to find repeatable ways so you guys can actually track these down. I know how frustrating it is to try to identify random failures.

I’m getting crashes pretty consistently now, like every 10-30 minutes using the level editor. It seems to just happen randomly, like if I’m panning around or selecting an actor.

The best steps to reproduce I can give you at the moment are:

  1. Create a vehicle template project
  2. add/remove/reimport static meshes
  3. Select existing meshes and move them around (ramps, pylons, etc)
  4. Rebuild lighting
  5. Navigate around the level with the mouse
  6. Select some objects repeatedly
  7. Create a BSP box and use the geometry editor to modify it. Make a couple of changes, then Undo them. If you undo them rapidly enough it should crash (that seems to be the most consistent way to crash right now).

I don’t feel like I’m performing any commands I shouldn’t be so I’m not sure what to avoid doing. I don’t have any windows open beyond the level editor, and my action seem innocuous but they result in a hang, and then I have to force quit the editor. I suspect that in those cases the crash report isn’t being sent to Epic.

Do any Epic devs use macs full-time? I feel like I can’t be the only person experiencing problems on OS X, and my machine is brand new and well cared for (I promise!)

I’m attaching some logs and callstacks from a crash I had last night. I didn’t get anything from the most recent crash this morning.

The answer hub doesn’t permit *.log files so I’ve put the crash reports on my drive, let me know if you can’t access them:

  1. Callstack: https://drive.google.com/file/d/0Bx2l50viHIg_Nzlab3lqbnNscVU/edit?usp=sharing
  2. UE .log file: Google Drive: Sign-in

I also noticed the UnrealLightmass process running last night after the editor had crashed, so perhaps that had something to do with it?

I think you might be able to reproduce level editor crashes reliably on mac like this:

  1. open a project
  2. open a (complex?) blueprint and pin its tab next to the level editor
  3. switch the blueprint, do some work, enter play mode, etc.
  4. switch back to the level editor

At this point, the level editor should ‘stick’ for about a second or two (this is where I get nervous that it’s going to crash) and then things will proceed as normal. This pause while switching to the level editor didn’t happen in 4.1.1, this seems new as of 4.2. Typically, in another few moments the editor will hang and I’ll need to kill the process and restart. This seems to be the case regardless of whether I do nothing, navigate around the scene, or press play; some short amount of time after that pause from switching windows the app stalls.

I’m still not getting it to happen with those steps. Is there a particular project this happens in more often? Can you tell me a one of the specific Blueprints opened in one of the Marketplace projects that causes this to happen?

And just to be sure: have you edited Source in any way?

Dang! I haven’t edited this source, I’m using a binary build at the moment. I copied the project over to my PC and it works without any crashes, though perhaps the specific assets are causing crashes on Mac only. What kind of Mac are you using? Maybe I need to reconfigure something on my machine.

What’s the best way for me to export my assets so that you can test them out?

The Mac I use here is not much different than yours:

MacBook Pro, Retina Late 2013
OS: Mac OS X 10.9.3
PROCESSOR: 2.3 GHz Intel Core i7
MEMORY: 16GB RAM 1600 MHz DDR3
GRAPHICS: Intel Iris Pro / NVIDIA GeForce GT 750M

If you would like to upload some test assets for me, I’d be happy to try it out with them. You can zip them up and attach them here, or upload them somewhere I can get to and I’ll download them (so long as no special program or login is needed).

Do you believe specific assets are causing the crashes? If this happens in a new project without any specific assets, that seems unlikely. If you haven’t already tried opening a new project and messing with that for a bit (without using assets imported from your other projects), please do. Without a reproduction in that case, then we’ve narrowed it down significantly.

Hey Ben, sorry for my disappearance. Here’s a link to download the assets: https://s3.amazonaws.com/piinecone/hovercraft/Hovercraft_b50c7a4.zip

Oddly enough, I actually finished that project up on my PC, then thumb drived it over to my Mac in order to issue a build and push it to github. Now I can’t open it on my PC anymore. I created a separate report, but perhaps the two are related? I don’t know!

In any case, here’s the other report: Editor crash on launch after copying project from OSX to Windows 8 - Programming & Scripting - Unreal Engine Forums

Hey piinecone,

I’m sorry, but even after importing your project and testing it the ways you have suggested, I am still not experiencing any slowdown or crashes.

Just to eliminate the possibility that it’s strictly the project or an asset within the project, can you start a new project on your Mac and play with it for a bit? Please do so without importing any of these assets. If you can confirm that there’s no issue there, then at least we can narrow it down to this project. Thanks!

Weird! Maybe it was just a bad day for my macbook? Perplexing. I swear I’m not just out to waste your time driving around in a glitchy hovercraft.

Are you able to reproduce this one (issue with PC/windows)? Editor crash on launch after copying project from OSX to Windows 8 - Programming & Scripting - Unreal Engine Forums

It’s the same exact zip that works on OS X.

I’ll take a look at that today if I can. We’re not able to help much with utilities that aren’t officially supported, and it sounds like that crash is a result of the utility you put together.

Have you gotten a chance to test the issue out in a fresh project on your Mac?

I sorted it out, it was related to the S3 download. I’ll update that report with an answer in case anyone else is syncing files with S3.

I haven’t had a chance to test out a fresh project yet, I’ll try to do that today.

Awesome, glad you got that sorted. Thanks!

Hey piinecone,

Just wanted to check in and see if you had a chance to play around with a fresh project. Let us know if you have, and which specific actions cause a crash in the new project if you can. Thanks!

I haven’t had a chance, but I will definitely try.

Right now I’m crashing about every 30 minutes on my Mac while working with blueprints. Not exactly sure how to report the crashes – it’s just average maneuvers, like dragging a node or deleting a local variable. I crash every time when deleting a local variable from a certain function, but I’m sure that will succeed in a fresh project. It seems like a totally valid action though, and I keep losing work. :confused:

Here’s a callstack: https://s3.amazonaws.com/piinecone/crash/ue4_blueprint_callstack.rtf

I also get this a lot after crashing:

at which point I have to find the UE4editor pid and kill -9 it.