UE4 Editor crashes after using the 'Play' function - Signal 11 Linux

having the same issue trying to use the AirSim plugin (see github). Once I change the GameModeOverride to SimGameMode (the plugin feature) and cannot save, compile, build or play.

I have UE4 4.15.1 and cannot replicate the problem

I have UE4 version 4.15.1 running build from source and running under openSuSE Tumbleweed with Linux kernel 4.10.x and cannot replicate the problem as described … perhaps you should upgrade to the latest release

Its super easy to reproduce. All I have to do is create a widget, uncomment the UMG line in the C# file to use UMG source, and compile. I don’t know if it makes any difference if its from inside the editor or not. It doesn’t seem to matter. I have done a complete workspace recompile in CodeLite and running it will still crash the editor. It will load but when I try to run it, it will crash saying that it caught a signal -11. I even reversed all the changes before I added anything to my project that resulted in a crash and did a full rebuild of the entire workspace again in CodeLite and got the same issue. The tutorial does not have me add changes to the source. I do all the changes graphically in the UMG editor after making a blueprint out of it.

Hey HeavenlyGamesBoss-

What c# file are you referring to and what UMG line are you uncommenting? If this does reproduce easily for you, can you also provide the callstack and project logs from the crash for additional information?

I can’t seem to open the core dump file which looks like a text file or the crash report. The crash report looks like an executable. I don’t know how to get the callstack from codelite.

Hey, I just got a similar error for something else. Maybe my problem is not limited to just UMG’s? I got this editor crash using GEngine->AddOnScreenDebugMessage(). I tried to copy the dump and stack trace to here but it says its too many characters. I tried to attach a document and it said that my attachment was not the right type. How do I give you the stuff you are asking me to give you?

If you launch the project/editor from the terminal, the callstack should appear in the terminal output after the crash occurs. As for the dump file and crash report, sending the files themselves should be helpful. Additionally, what C# file are you editing when you say to “uncomment the UMG line”?

You can change the file type of the file to .txt to convert to a text file and then upload it. Please include what the original filetype was so that I can correctly convert it back.

As for the GEngine line, this may have caused an expected crash depending on when it was used/called. If you added that to the constructor of a class then the crash would be expected since GEngine would be null. It would be best to add an if(GEngine) line before you call AddOnScreenDebugMessage() to ensure that GEngine is properly set.

I did check for
if(GEngine)
GEngine->AddOnScreenDebugMessage();

I think the issue is trying to find the name of AActor by using:
UGameplayStatics::GetPlayerCharacter(GetWorld(), 0))->GetName().

It crashes on this line. I am attaching the other things as a .txt file.link text
I saved it as a .txt file.

Again, this would depend on where this call is being made as the GetWorld() call will cause a crash if it is null and should be protected behind an if(GetWorld()) check. If you can provide a sample project that is demonstrating the crash you’re seeing it will help me investigate the issue locally.

The GetWorld thing is something I’m working on now personally. I’m more interested in why making C++ based UMGs crashing my editor on play and then making them unloadable after that. I think I sent you a text file of a project that i can’t even open now since attempting to add a UMG score keeper. I have an entire file folder of crash reports in my binary directory. The error reports say that all my fatal errors seem to have something to do with not being able to write to memory.

The file that you attached appear to just be the crash report and callstack, There is no project attached. As far as reproducing the issue, I’m still not sure what you mean by “uncomment the UMG line in the C# file to use UMG source”. What C# file are you referring to and what UMG are you referring to? If you can reproduce this in a new project, please zip the project folder and attach it.

Oh, you want the entire project. I thought you just wanted the call stack and crash report. Will all that upload zipped? It will be large.

The callstack helped identify a possible memory leak with the “failed to write to memory” error as you mentioned. To debug further I would need to know exactly what is happening in your case. This is why having a copy of the project or the exact steps (which C# file and UMG line) will help me see what is happening.

If you delete the Intermediate and Saved folders from the project before zipping, it will reduce the file size when uploaded.

Okay, I’m attaching it to this. I’m thinking that this problem is just part of a lot larger issue because I keep getting this same error over and over with other things. This same error is a problem with experimenting with UGameplayStatics::GetPlayerCharacter(GetWorld(), 0). I’m working on a tutorial where this is compared to an AActor object to react differently to a collision based on the type of object collided into. Unreal correctly detects the collision and destroys the object that detects itself being collided into but it never enters a subroutine where entering it depends on AActor being equal to UGameplayStatics::GetPlayerCharacter(GetWorld(), 0). I got it to work following the tutorial exactly but can’t get it to work with my custom source code. I’m thinking if you find this that this will probably help fix something that seems like a larger problem for linux people.

I can’t upload my project. The max size is 5mb and my project is just over 1gb zipped. I have to send it some other way.

If you upload the project somewhere (such as google drive) you can send a download link for the project. If privacy is a concern, you can send the download link to me through a PM on the forums: https://forums.unrealengine.com/private.php?do=newpm&u=14493

Hey . Thanks for the support. I just wanted to let you know that I think that C# file that contains the line I uncomment only appears if I create a Widget. Because of how widgets seem to auto-crash my apps, I’m hesitant to add any widget.

https://drive.google.com/file/d/0BwFZuTAm7fHXX3dsbENZaERJZFE/view?usp=sharing

Thank you for the sample project. Looking at the code for MainGameMode, the if (NewWidgetClass != nullptr) is returning false because NewWidgetClass is never set. If you set StartingWidgetClass in your game mode, then you should avoid the crash entirely.