iOS crash after splash screen

Hi, I’ve been trying to build a project on iOS and it keeps crashing right after Unreal’s splash screen. At first I saw something about memory shortage, but as I checked “texture streaming”, the error changed.

This is the last log I got on the iphone before I tried rebuilding the project with xcode (it’s still not working).

Any help would be greatly appreciated… Thank you!

{"app_name":"[REDACTED]","timestamp":"2024-11-07 09:17:16.00 +0100","app_version":"1.0","slice_uuid":"34aaed4e-2047-38bc-8e06-763d85c06caa","build_version":"0.58","platform":2,"bundleID":"[REDACTED]","share_with_app_devs":0,"is_first_party":0,"bug_type":"309","os_version":"iPhone OS 15.6.1 (19G82)","incident_id":"082C1F4B-897B-4550-921F-977830345BBB","name":"[REDACTED]"}
{
  "uptime" : 68000,
  "procLaunch" : "2024-11-07 09:17:14.1645 +0100",
  "procRole" : "Foreground",
  "version" : 2,
  "userID" : 501,
  "deployVersion" : 210,
  "modelCode" : "iPhone9,3",
  "procStartAbsTime" : 1641080332329,
  "coalitionID" : 444,
  "osVersion" : {
    "isEmbedded" : true,
    "train" : "iPhone OS 15.6.1",
    "releaseType" : "User",
    "build" : "19G82"
  },
  "captureTime" : "2024-11-07 09:17:15.1527 +0100",
  "incident" : "082C1F4B-897B-4550-921F-977830345BBB",
  "bug_type" : "309",
  "pid" : 5114,
  "procExitAbsTime" : 1641103919132,
  "cpuType" : "ARM-64",
  "procName" : "[REDACTED]",
  "procPath" : "\/private\/var\/containers\/Bundle\/Application\/172B4242-CDDB-4B12-9B86-FB0D883EDF59\/[REDACTED].app\/[REDACTED]",
  "bundleInfo" : {"CFBundleShortVersionString":"1.0","CFBundleVersion":"0.58","CFBundleIdentifier":"com.[REDACTED].[REDACTED]Mobile"},
  "storeInfo" : {"deviceIdentifierForVendor":"75AD8563-377C-4D71-8C84-B84780177617","thirdParty":true},
  "parentProc" : "launchd",
  "parentPid" : 1,
  "coalitionName" : "com.[REDACTED].[REDACTED]Mobile",
  "crashReporterKey" : "8b876471339aabca2d9ec412d4363facb69503f0",
  "basebandVersion" : "6.03.01",
  "isCorpse" : 1,
  "exception" : {"codes":"0x0000000000000000, 0x0000000000000000","rawCodes":[0,0],"type":"EXC_CRASH","signal":"SIGABRT"},
  "asi" : {"libsystem_c.dylib":["abort() called"]},
  "faultingThread" : 6,
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Can you confirm that packing from the editor works? And even if it works, are there any warnings or error messages in the packaging log?

Hi! Thank you for the quick reply.

Yes, packaging works. I can even install the game in the iphone through itunes.

Here’s the end of the build log. I’ll also a put the warnings below.

UATHelper: Empaquetado (iOS):   ** BUILD SUCCEEDED **
UATHelper: Empaquetado (iOS):   
UATHelper: Empaquetado (iOS): Took 36,881292s to run env, ExitCode=0
UATHelper: Empaquetado (iOS): ********** PACKAGE COMMAND COMPLETED **********
UATHelper: Empaquetado (iOS): ********** ARCHIVE COMMAND STARTED **********
UATHelper: Empaquetado (iOS): Archiving to /Users/[REDACTED]/Desktop/[REDACTED] IOS/v 0069
UATHelper: Empaquetado (iOS): ********** ARCHIVE COMMAND COMPLETED **********
UATHelper: Empaquetado (iOS): BUILD SUCCESSFUL
UATHelper: Empaquetado (iOS): AutomationTool exiting with ExitCode=0 (Success)

Here’s the warnings I got during the whole packaging process:

UATHelper: Empaquetado (iOS):   warning: Run script build phase 'Sign Manual Frameworks' will be run during every build because it does not specify any outputs. To address this warning, either add output dependencies to the script phase, or configure it to run in every build by unchecking "Based on dependency analysis" in the script phase. (in target '[REDACTED]' from project '[REDACTED]')

UATHelper: Empaquetado (iOS):   LogPluginManager: Warning: Plugin '[REDACTED]' exists at '[REDATED LOCATION]' and '[REDACTED LOCATION]' - second location will be ignored

UATHelper: Empaquetado (iOS):   LogInit: Display: LogPluginManager: Warning: Engine version string in [REDACTED] AdvancedSessions.uplugin could not be parsed ("4.27")
UATHelper: Empaquetado (iOS):   LogInit: Display: LogPluginManager: Warning: Engine version string in [REDACTED] AdvancedSteamSessions.uplugin could not be parsed ("4.27")
UATHelper: Empaquetado (iOS):   LogInit: Display: LogPluginManager: Warning: Engine version string in [REDACTED] EpicLeaderboard.uplugin could not be parsed ("4.27")
UATHelper: Empaquetado (iOS):   LogInit: Display: LogUObjectGlobals: Warning: Failed to load '/Game/Interfaces/Fonts/Gilbert-Color_Bold-Preview_1004_Font': Can't find file.
UATHelper: Empaquetado (iOS):   LogInit: Display: LogUObjectGlobals: Warning: Error al encontrar el objeto 'Font /Game/Interfaces/Fonts/Gilbert-Color_Bold-Preview_1004_Font.Gilbert-Color_Bold-Preview_1004_Font'
UATHelper: Empaquetado (iOS):   LogInit: Display: LogUObjectGlobals: Warning: [AssetLog] [REDACTED] FireballExplotion_P.uasset: Failed to load '/Game/Assets/Models/General/SM_Rock': Can't find file.
UATHelper: Empaquetado (iOS):   LogInit: Display: LogUObjectGlobals: Warning: [AssetLog] [REDACTED] WaterSplashDrop_M1.uasset: Failed to load '/Game/pathmask': Can't find file.
UATHelper: Empaquetado (iOS):   LogInit: Display: LogMaterial: Warning: [AssetLog] [REDACTED] Vignetting_M.uasset: Failed to compile Material for platform SF_METAL, Default Material will be used in game.
UATHelper: Empaquetado (iOS):   LogInit: Display: LogMaterial: Warning: Cooking a material resource (in Vignetting_M hierarchy) that doesn't have a valid ShaderMap! Shadermap pointer is null.
UATHelper: Empaquetado (iOS):   LogInit: Display: LogBlueprint: Warning: [AssetLog] [REDACTED BP NAME]: [Compiler] Play to Marked Frame : Usage of 'Play to Marked Frame' has been deprecated. PlayToMarkedFrame is deprecated, use SetPlaybackPosition.
UATHelper: Empaquetado (iOS):   LogInit: Display: LogBlueprint: Warning: [AssetLog] [REDACTED BP NAME]: [Compiler] Play To (Seconds) : Usage of 'Play To (Seconds)' has been deprecated. PlayToSeconds is deprecated, use SetPlaybackPosition.
UATHelper: Empaquetado (iOS):   LogInit: Display: LogBlueprint: Warning: [AssetLog] [REDACTED BP NAME]: [Compiler] Play to Marked Frame : Usage of 'Play to Marked Frame' has been deprecated. PlayToMarkedFrame is deprecated, use SetPlayback
Position.
UATHelper: Empaquetado (iOS):   LogInit: Display: LogPhysics: Warning: Scale for [REDACTED].LockedWidget has a component set to zero, which will result in a bad body instance. Scale:X=0.000 Y=0.000 Z=0.000
UATHelper: Empaquetado (iOS):   LogInit: Display: LogPhysics: Warning: Initialising Body : Scale3D is (nearly) zero: Component: '[REDACTED] WIDGET NAME'
UATHelper: Empaquetado (iOS):   LogInit: Display: LogPhysics: Warning: Scale for [REDACTED] WIDGET NAME has a component set to zero, which will result in a bad body instance. Scale:X=0.000 Y=0.000 Z=0.000
UATHelper: Empaquetado (iOS):   LogInit: Display: LogPhysics: Warning: Initialising Body : Scale3D is (nearly) zero: Component: '[REDACTED] WIDGET NAME'

UATHelper: Empaquetado (iOS):   LogUObjectGlobals: Warning: [AssetLog] MenuTest.umap: Failed to load '/Game/Levels/Testing/MenuTest_BuiltData': Can't find file.

Also, the last iphone test showed me the memory shortage error again, but I changed nothing. And the game does work on Android without issues.

  "ktriageinfo" : "VM - Fault hit memory shortage\nVM - Fault hit memory shortage\nVM - Fault hit memory shortage\nVM - Fault hit memory shortage\nVM - Fault hit memory shortage\n",
  "asi" : {"libsystem_c.dylib":["abort() called"]},

I think this is indeed related to memory issues, and that could be caused by a lot of things. I suspect the shaders, maybe they are too complex or maybe it’s the iPhone after all.

You can try creating a brand new project from one of the templates, then package and run it on the same phone to rule out that the issues are related to your phone or the project itself.