Crashes after pushing Run

I keep getting this error every time I try to run my level. It is only a single level with very few components.

I am running a Mac, fairly high spec with the latest version of Unreal. I have shut down and restarted, gone to the Build Toolbar and selected ‘Map Check’ and fixed all errors. Any suggestions welcome.

MachineId:
EpicAccountId:

SEGV_MAPERR at 0x338

TConstSetBitIterator::TConstSetBitIterator(TBitArray const&, int) Address = 0x10ef96920 [/Users/build/Build/++UE4+Release-4.12+Compile/Sync/Engine/Source/Runtime/Core/Public/Containers/BitArray.h, line 742] [in UE4Editor-Engine.dylib]
AActor::IsOverlappingActor(AActor const*) const Address = 0x10ef18c30 [/Users/build/Build/++UE4+Release-4.12+Compile/Sync/Engine/Source/Runtime/Core/Public/Containers/Set.h, line 1034] [in UE4Editor-Engine.dylib]
UOpenDoor::TickComponent(float, ELevelTick, FActorComponentTickFunction*) Address = 0x165d46731 [/Users/jamiemoram/Desktop/C++/Unreal Course/Section 3/ProjectUnreal/Source/ProjectUnreal/OpenDoor.cpp, line 34] [in UE4Editor-ProjectUnreal-2857.dylib]
FActorComponentTickFunction::ExecuteTick(float, ELevelTick, ENamedThreads::Type, TRefCountPtr const&) Address = 0x10f41cf63 [/Users/build/Build/++UE4+Release-4.12+Compile/Sync/Engine/Source/Runtime/Core/Public/Stats/.h, line 1537] [in UE4Editor-Engine.dylib]
FTickFunctionTask::DoTask(ENamedThreads::Type, TRefCountPtr const&) Address = 0x110628ae1 [/Users/build/Build/++UE4+Release-4.12+Compile/Sync/Engine/Source/Runtime/Engine/Private/TickTaskManager.cpp, line 262] [in UE4Editor-Engine.dylib]
TGraphTask::ExecuteTask(TArray&, ENamedThreads::Type) Address = 0x1106284e7 [/Users/build/Build/++UE4+Release-4.12+Compile/Sync/Engine/Source/Runtime/Core/Public/Stats/.h, line 1537] [in UE4Editor-Engine.dylib]
FNamedTaskThread::ProcessTasksNamedThread(int, bool) Address = 0x10d4de810 [/Users/build/Build/++UE4+Release-4.12+Compile/Sync/Engine/Source/Runtime/Core/Private/Async/TaskGraph.cpp, line 259] [in UE4Editor-Core.dylib]
FNamedTaskThread::ProcessTasksUntilIdle(int) Address = 0x10d4da54b [/Users/build/Build/++UE4+Release-4.12+Compile/Sync/Engine/Source/Runtime/Core/Private/Async/TaskGraph.cpp, line 694] [in UE4Editor-Core.dylib]
FTaskGraphImplementation::ProcessThreadUntilIdle(ENamedThreads::Type) Address = 0x10d4d6521 [/Users/build/Build/++UE4+Release-4.12+Compile/Sync/Engine/Source/Runtime/Core/Private/Async/TaskGraph.cpp, line 1716] [in UE4Editor-Core.dylib]
FTickTaskSequencer::ReleaseTickGroup(ETickingGroup, bool) Address = 0x1106221fc [/Users/build/Build/++UE4+Release-4.12+Compile/Sync/Engine/Source/Runtime/Engine/Private/TickTaskManager.cpp, line 547] [in UE4Editor-Engine.dylib]
FTickTaskManager::RunTickGroup(ETickingGroup, bool) Address = 0x110618c14 [/Users/build/Build/++UE4+Release-4.12+Compile/Sync/Engine/Source/Runtime/Engine/Private/TickTaskManager.cpp, line 1432] [in UE4Editor-Engine.dylib]
UWorld::RunTickGroup(ETickingGroup, bool) Address = 0x10faba8a7 [/Users/build/Build/++UE4+Release-4.12+Compile/Sync/Engine/Source/Runtime/Engine/Private/LevelTick.cpp, line 704] [in UE4Editor-Engine.dylib]
UWorld::Tick(ELevelTick, float) Address = 0x10fabfbbb [/Users/build/Build/++UE4+Release-4.12+Compile/Sync/Engine/Source/Runtime/Core/Public/Stats/.h, line 1537] [in UE4Editor-Engine.dylib]
UEditorEngine::Tick(float, bool) Address = 0x115998cf7 (filename not found) [in UE4Editor-UnrealEd.dylib]
UUnrealEdEngine::Tick(float, bool) Address = 0x116791787 (filename not found) [in UE4Editor-UnrealEd.dylib]
FEngineLoop::Tick() Address = 0x10d3c62b4 (filename not found) [in UE4Editor]
GuardedMain(wchar_t const*) Address = 0x10d3ce4ff (filename not found) [in UE4Editor]
-[UE4AppDelegate runGameThread:] Address = 0x10d3deedc (filename not found) [in UE4Editor]
-[FCocoaGameThread main] Address = 0x10d608776 [/Users/build/Build/++UE4+Release-4.12+Compile/Sync/Engine/Source/Runtime/Core/Private/Mac/CocoaThread.cpp, line 368] [in UE4Editor-Core.dylib]
Unknown() Address = 0x7fff8b115e64 (filename not found) [in Foundation]
_pthread_body Address = 0x7fff98c7899d (filename not found) [in libsystem_pthread.dylib]
_pthread_body Address = 0x7fff98c7891a (filename not found) [in libsystem_pthread.dylib]
thread_start Address = 0x7fff98c76351 (filename not found) [in libsystem_pthread.dylib]

Hi man oram,

Can you provide more information about when this crash occurs so that we can try to reproduce the issue on our end?

Also, please provide as many of the following as possible:

  1. Your Mac’s specs. You can find this in the Apple menu >About This Mac>More Info> Add the information from this window (serial # not necessary).
  2. The “System Report:” Apple menu >About This Mac > System Report>Hardware (All information listed in the “Hardware Overview.”) You can cut and paste this information or provide screen shots, whichever is more convenient.
  3. The UE4.log (Located: ~/Library/Logs/Unreal Engine/Editor/)
  4. The ProjectName.log (Located: ~/Library/Logs/Unreal Engine/ProjectNameEditor/)

Providing this information and appropriate logs will help us track down and isolate the source of the bug as quickly and efficiently as possible.

Thanks for your cooperation,

H.

Hi ,

Yes the crash occurs inside the Unreal Editor, when I click the ‘Play’ button in the toolbar to essentially ‘enter the game’ or ‘become the pawn’.
I have attached the Mac Specs and System Report however I followed your instructions to get the log details and mine is different. There is a screenshot attached incase you’d like me to send something else?

Thank you!

100256-screen+shot+2016-07-27+at+01.17.20.png

100257-screen+shot+2016-07-27+at+01.17.50.png

Heya,

Whatever the reason for the crash is, it’s located here: OpenDoor.cpp, line 34. This is your code, and not the engine code. The final error does occur in the engine but the cause is higher up, in your door component. Without seeing this line (or better yet, the entire Tick function) it’s hard to tell the exact issue.

Hey man oram,

I agree with DamirH that you should take a look for errors with the OpenDoor asset. Additionally, it would be helpful if you could provide the project log located in the hidden Library folder. To navigate to that folder, in the Finder>Go>/Go to Folder … and type ~/Library/Logs/Unreal Engine/ProjectNameEditor/ -with ProjectName being the name of your project like so:

Hi thanks for your help guys, you’re right it’s to do with the Open Door function. I am waiting to hear back from my course tutor on how to fix the problem. I’ll be in touch if this persists!

Thanks