Crashing during compile, then at project open

After editing a class in C++ and compiling, unreal engine crashes. Once this happens Unreal Engine crashes every time I try to open my project. This has happened to multiple projects. Is there any way to recover a project once this happens?

Apparently, I’m making a bad call, but once it crashes on compile there’s no going back to fix it.

Application version 4.8.3-0
… built from changelist 2634408

OS version 10.10.5.20263
Running 1 x64 processors
Exception was " SEGV_MAPERR at 0x0"

Source context from “”

AMyActor::PostInitProperties() Address = 0x14670a607 [/Users//Documents/Programming/Unreal Projects/Vertex3/Source/Vertex3/MyActor.cpp, line 143] [in UE4Editor-Vertex3-2334.dylib]
FObjectInitializer::PostConstructInit() Address = 0x103c75090 (filename not found) [in UE4Editor-CoreUObject.dylib]
FObjectInitializer::~FObjectInitializer() Address = 0x103c7445d (filename not found) [in UE4Editor-CoreUObject.dylib]
UClass::CreateDefaultObject() Address = 0x103a3d2f3 (filename not found) [in UE4Editor-CoreUObject.dylib]
ProcessNewlyLoadedUObjects() Address = 0x103c56bca (filename not found) [in UE4Editor-CoreUObject.dylib]
TBaseStaticDelegateInstance::ExecuteIfSafe() const Address = 0x103b46757 (filename not found) [in UE4Editor-CoreUObject.dylib]
TBaseMulticastDelegate::Broadcast() const Address = 0x10316f510 (filename not found) [in UE4Editor-Core.dylib]
FModuleManager::LoadModuleWithFailureReason(FName, EModuleLoadResult&, bool) Address = 0x1033ab89f (filename not found) [in UE4Editor-Core.dylib]
FModuleDescriptor::LoadModulesForPhase(ELoadingPhase::Type, TArray const&, TMap >&) Address = 0x10901014f (filename not found) [in UE4Editor-Projects.dylib]
FProjectManager::LoadModulesForProject(ELoadingPhase::Type) Address = 0x1090257d1 (filename not found) [in UE4Editor-Projects.dylib]
FEngineLoop::LoadStartupModules() Address = 0x10308895a (filename not found) [in UE4Editor]
FEngineLoop::PreInit(wchar_t const*) Address = 0x10306cd01 (filename not found) [in UE4Editor]
GuardedMain(wchar_t const*) Address = 0x10307c2e4 (filename not found) [in UE4Editor]
-[UE4AppDelegate runGameThread:] Address = 0x10308c583 (filename not found) [in UE4Editor]
-[FCocoaGameThread main] Address = 0x1032154ae (filename not found) [in UE4Editor-Core.dylib]
Unknown() Address = 0x7fff8c8a8e92 (filename not found) [in Foundation]
_pthread_body Address = 0x7fff8b5b305a (filename not found) [in libsystem_pthread.dylib]
_pthread_body Address = 0x7fff8b5b2fd7 (filename not found) [in libsystem_pthread.dylib]
thread_start Address = 0x7fff8b5b03ed (filename not found) [in libsystem_pthread.dylib]

Hey micahl-

What were you working on when in C++ when the crash occurred? Did the compile succeed prior to the crash? If you revert the C++ changes and build the project again, are you then able to open it?

Cheers

Hi micahl,

We have not heard back from you in a few days, so we are marking this post as Resolved for tracking purposes. If you are still experiencing the issue you reported, please respond to this message with additional information and we will offer further assistance.

Thank you.