I am working with UE4 for some days now and I have some serious problems with lots and random crashes and not loading example content.
Seem to appear randomly and often but there seem to be certain actions like returning from (any) editor to main view that provoke them.
"Exception was “SIGSEGV: invalid attempt to access memory at address 0x3"”
"Exception was “SIGSEGV: invalid attempt to access memory at address 0x0"”
- I downloaded effects cave and xoio Berlin flat as content for learning and both hang up during loading at 73% (both). fan starts to go max and thats it and I need to force end.
MacBook Pro (Mid 2014)
2,5 GHz Intel Core i7
NVIDIA GeForce GT 750M 2048 MB (always on)
Also none of log files and directories described → here have been created.
Am I missing something or is it a misconfiguration? Any help appreciated.
What OS version are you using and which UE4 engine version are you using? When you get a crash during editing, please find logs listed in link you provided from Editor Session Log section and /attach them here.
Thanks for your quick reply! Versions: OS X Yosemite 10.10.1 (14B25) UE 4.6.1-2386410+++depot+UE4-Release+4.6
These path never have been created ~/Library/Logs/Unreal Engine/Editor/ ~/Library/Logs/Unreal Engine/ProjectNameEditor/
log files are from Library ▸ Logs ▸ DiagnosticReports.
/Library path is hidden on Mac. To open it, open a Finder window and open Go in Menu Bar. Hold down Option key and Library should appear. Open that, then navigate to /Logs/UnrealEngine/[YourProjectName]Editor/ and you should see your crash logs in there.
I see, just found it thanks.
Don’t wonder about one drive path, it is not running when I work with UE4.
I was unable to reproduce crash locally, however using logs you’ve provided I’ve entered following bug report:
JIRA [UE-7086]. When developers have had a chance to examine crash logs, an update will be added to this post.
Thanks for your input in determining cause of this issue.
Many thanks and have a great start into 2015!
fix for this bug has been reported and should be implemented in next couple of iterations of engine. Thanks again for supplying necessary documentation needed to isolate issue.