Media Framework causes crash during packaging on Mac Only

We are using the Media Framework to play movie in game in umg. Works in PIE and on-the-fly device builds.

But anytime we try to package a project that contains a movie, UE crashes during building.
This is only on the mac, it packages a windows build just fine.

Thanks in advance for any help - really stuck


TBaseUObjectMethodDelegateInstance::ExecuteIfSafe() const Address = 0x13f34d27 (filename not found) [in UE4Editor-MediaAssets.dylib]
MainFrameActions: Packaging (Mac): UE4Editor: TBaseMulticastDelegate::Broadcast() const Address = 0x13f31090 (filename not found) [in UE4Editor-MediaAssets.dylib]
MainFrameActions: Packaging (Mac): UE4Editor: TBaseUObjectMethodDelegateInstance::ExecuteIfSafe() const Address = 0x13f35f37 (filename not found) [in UE4Editor-MediaAssets.dylib]
MainFrameActions: Packaging (Mac): UE4Editor: TBaseMulticastDelegate::Broadcast() const Address = 0x3f109ea0 (filename not found) [in UE4Editor-AvfMedia.dylib]
MainFrameActions: Packaging (Mac): UE4Editor: invocation function for block in FAvfMediaPlayer::Open(FString const&) Address = 0x3f107464 (filename not found) [in UE4Editor-AvfMedia.dylib]
MainFrameActions: Packaging (Mac): UE4Editor: invocation function for block in PerformBlockOnThread(FCocoaRunLoopSource&, void () block_pointer, NSArray*, NSString*, bool) Address = 0xdf180c0 (filename not found) [in UE4Editor-Core.dylib]
MainFrameActions: Packaging (Mac): UE4Editor: FCocoaRunLoopSource::Process(__CFString const*) Address = 0xdf30bcc (filename not found) [in UE4Editor-Core.dylib]
MainFrameActions: Packaging (Mac): UE4Editor: -[FCocoaRunLoopSourceInfo perform] Address = 0xdf06089 (filename not found) [in UE4Editor-Core.dylib]
MainFrameActions: Packaging (Mac): UE4Editor: CFRUNLOOP_IS_CALLING_OUT_TO_A_SOURCE0_PERFORM_FUNCTION() Address = 0x9531ba01 (filename not found) [in CoreFoundation]
MainFrameActions: Packaging (Mac): UE4Editor: __CFRunLoopDoSources0() Address = 0x9530db8d (filename not found) [in CoreFoundation]
MainFrameActions: Packaging (Mac): UE4Editor: __CFRunLoopRun() Address = 0x9530d1bf (filename not found) [in CoreFoundation]
MainFrameActions: Packaging (Mac): UE4Editor: CFRunLoopRunSpecific() Address = 0x9530cbd8 (filename not found) [in CoreFoundation]

MainFrameActions: Packaging (Mac): UE4Editor: begin: stack for UAT
MainFrameActions: Packaging (Mac): UE4Editor: U
MainFrameActions: Packaging (Mac): UE4Editor: end: stack for UAT
MainFrameActions: Packaging (Mac): UE4Editor: [2015.08.15-14.27.35:119][ 0]LogPhysics:Warning: PHYSX: ./…/…/PhysX/src/NpScene.cpp (2946) 8 : PxScene::unlockWrite() called without matching call to PxScene::lockWrite(), behaviour will be undefined.
MainFrameActions: Packaging (Mac): UE4Editor: [2015.08.15-14.27.35:120][ 0]LogPhysics:Warning: PHYSX: ./…/…/PhysX/src/NpScene.cpp (2946) 8 : PxScene::unlockWrite() called without matching call to PxScene::lockWrite(), behaviour will be undefined.[2015.08.15-14.27.35:451][ 0]LogModuleManager:Warning: ModuleManager: Module ‘PakFile’ not found - its StaticallyLinkedModuleInitializers function is null.
MainFrameActions: Packaging (Mac): UE4Editor: [2015.08.15-14.27.35:451][ 0]LogModuleManager:Warning: ModuleManager: Module ‘SandboxFile’ not found - its StaticallyLinkedModuleInitializers function is null.
MainFrameActions: Packaging (Mac): UE4Editor: [2015.08.15-14.27.35:451][ 0]LogInit:Display: RandInit(-1091078316) SRandInit(-1091075382).
MainFrameActions: Packaging (Mac): UE4Editor: [2015.08.15-14.27.35:451][ 0]LogTaskGraph: Started task graph with 3 named threads and 6 total threads.
MainFrameActions: Packaging (Mac): UE4Editor: [2015.08.15-14.27.35:451][ 0]LogInit: Version: 4.9.0-2647674+++depot+UE4-Releases+4.9
MainFrameActions: Packaging (Mac): UE4Editor: [2015.08.15-14.27.35:451][ 0]LogInit: API Version: 2647674
MainFrameActions: Packaging (Mac): UE4Editor: [2015.08.15-14.27.35:451][ 0]LogInit: Compiled (64-bit): Aug 7 2015 06:45:36
MainFrameActions: Packaging (Mac): UE4Editor: [2015.08.15-14.27.35:451][ 0]LogInit: Compiled with Clang: 6.0 (clang-600.0.56)
MainFrameActions: Packaging (Mac): UE4Editor: [2015.08.15-14.27.35:451][ 0]LogInit: Build Configuration: Shipping
MainFrameActions: Packaging (Mac): UE4Editor: [2015.08.15-14.27.35:451][ 0]LogInit: Branch Name: ++depot+UE4-Releases+4.9
MainFrameActions: Packaging (Mac): UE4Editor: [2015.08.15-14.27.35:451][ 0]LogInit: Command line: “/Users/robertcober/Library/Application Support/Epic/UnrealEngine/4.9/Saved/Crashes/CrashReport-UE4-ScoobyDoo-pid-16000-4b26cc076b44c3a728aab895673c3df0/”
MainFrameActions: Packaging (Mac): UE4Editor: [2015.08.15-14.27.35:451][ 0]LogInit: Base directory: /Users/Shared/UnrealEngine/4.9/Engine/Binaries/Mac/
MainFrameActions: Packaging (Mac): UE4Editor: [2015.08.15-14.27.35:451][ 0]LogInit: Rocket: 1
MainFrameActions: Packaging (Mac): UE4Editor: [2015.08.15-14.27.35:453][ 0]LogInit: Presizing for 0 objects not considered by GC, pre-allocating 0 bytes.
MainFrameActions: Packaging (Mac): UE4Editor: [2015.08.15-14.27.35:453][ 0]LogInit: Object subsystem initialized
MainFrameActions: Packaging (Mac): UE4Editor: [2015.08.15-14.27.35:453][ 0]LogInit: Computer: Roberts-iMac.local
MainFrameActions: Packaging (Mac): UE4Editor: [2015.08.15-14.27.35:453][ 0]LogInit: User: robertcober
MainFrameActions: Packaging (Mac): UE4Editor: [2015.08.15-14.27.35:453][ 0]LogInit: CPU Page size=4096, Cores=4
MainFrameActions: Packaging (Mac): UE4Editor: [2015.08.15-14.27.35:453][ 0]LogInit: High frequency timer resolution =1000.000000 MHz
MainFrameActions: Packaging (Mac): UE4Editor: [2015.08.15-14.27.35:453][ 0]LogInit: Power Source: AC Power
MainFrameActions: Packaging (Mac): UE4Editor: [2015.08.15-14.27.35:453][ 0]LogInit: Memory total: Physical=24.0GB (24GB approx) Pagefile=0.0GB Virtual=24.0GB
MainFrameActions: Packaging (Mac): UE4Editor: [2015.08.15-14.27.35:454][ 0]LogTextLocalizationManager: No specific translations for (‘en-US’) exist, so (‘en’) translations will be used.
MainFrameActions: Packaging (Mac): UE4Editor: [2015.08.15-14.27.35:479][ 0]CrashReportClientLog: CrashReportReceiverIP: http://crashreporter.epicgames.com:57005
MainFrameActions: Packaging (Mac): UE4Editor: [2015.08.15-14.27.35:479][ 0]LogCrashDebugHelper: DepotName: //depot/UE4-Releases/4.9

Hi OptimisticMonkey,
I’ve the same problem since updating from 4.8.3 to 4.9.0. Could you fix the issue? If not you should post it in “Bug Reports” instead of “Packaging & Deployment”. There you get an answer.

Hello,
I have the exact same error till in 4.9.2 (filename not found).
This prevent the compile and i’m stuck !!
Did you find a workaround ?

I’m having this problem in 4.9.2. Made a copy in 4.10 and it doesn’t crash on cook or package, but when you start up the packaged game it crashes.

I already posted this on the forum, but figured if I put it here too more people can find it.

Ok, so I found a super janky work around, so your mileage may very. I did this in Unreal 4.10.0 which was still crashing on me while cooking, it was just a silent crash.

Anyways onto the work around. Set you media player up with the player pointing to the Content/Movies folder in your project for the video file and make sure it works when you play in editor. Then find your video file in the finder, not the content browser and remove, put it into a place outside the game folders. Now, do not remove the media player in the content browser, it needs to be there so any textures, materials, and blueprints can call on it. Now the Media Player should complain about the file not being there, but it should keep the path to where the video file used to be.

Now you want to go into project settings, then packaging and turn off the “Use PAK file”. Now this may be a problem for some people as when you build the game the .uassat files will be viewable inside the package. In my case this is a game jam file so it’s not a huge issue.

Now you should be able to cook and build the game like normal without any crashes. Once built go to the package in the finder, right click and show package content. Navigate to /Contents/UE4/NameOfYourGame/Content/Movies now move or paste the video file into the root the Movies folder. Close the window and run the app. If you did everything right and are lucky the video should play like it is supposed to.

Hope this helps.

Edit: tried this in 4.9.2 and it’s a no go, so it looks like you have to use 4.10. However there is a bug moving from 4.9 to 4.10 with updating path names, so your project folder has to stay the same, this means removing the 4.10 from the folder name.