Unreal engine crashes on game title boot

Hello,

I was developing a game and the Unreal Engine crashes in the games title boot process. This is the error log that I get:

MachineId:
EpicAccountId:

SEGV_MAPERR at 0x3

FGenericPlatformMisc::RaiseException(unsigned int) Address = 0x10a42874b [/Users/build/Build/++UE4+Release-4.12+Compile/Sync/Engine/Source/Runtime/Core/Private/GenericPlatform/GenericPlatformMisc.cpp, line 293] [in UE4Editor-Core.dylib]
FOutputDeviceMacError::Serialize(wchar_t const*, ELogVerbosity::Type, FName const&) Address = 0x10a5ca4e6 [/Users/build/Build/++UE4+Release-4.12+Compile/Sync/Engine/Source/Runtime/Core/Private/Mac/MacPlatformOutputDevices.cpp, line 93] [in UE4Editor-Core.dylib]
FOutputDevice::Logf(wchar_t const*, …) Address = 0x10a681f27 [/Users/build/Build/++UE4+Release-4.12+Compile/Sync/Engine/Source/Runtime/Core/Private/Misc/OutputDevice.cpp, line 154] [in UE4Editor-Core.dylib]
FDebug::AssertFailed(char const*, char const*, int, wchar_t const*, …) Address = 0x10a67d4c4 [Runtime/Core/Public/Containers/ContainerAllocationPolicies.h, line 484] [in UE4Editor-Core.dylib]
FObjectInitializer::CreateDefaultSubobject(UObject*, FName, UClass*, UClass*, bool, bool, bool) const Address = 0x10b26fd55 [/Users/build/Build/++UE4+Release-4.12+Compile/Sync/Engine/Source/Runtime/CoreUObject/Private/UObject/UObjectGlobals.cpp, line 3418] [in UE4Editor-CoreUObject.dylib]
UObject::CreateDefaultSubobject(FName, UClass*, UClass*, bool, bool, bool) Address = 0x10b11bf1a [/Users/build/Build/++UE4+Release-4.12+Compile/Sync/Engine/Source/Runtime/CoreUObject/Private/UObject/Obj.cpp, line 86] [in UE4Editor-CoreUObject.dylib]
AProjectile::AProjectile() Address = 0x165a1a1b8 [/Users//04_BattleTanks/BattleTanks/Source/BattleTanks/Projectile.cpp, line 22] [in UE4Editor-BattleTanks-207.dylib]
UClass::CreateDefaultObject() Address = 0x10b02a082 [/Users/build/Build/++UE4+Release-4.12+Compile/Sync/Engine/Source/Runtime/CoreUObject/Private/UObject/Class.cpp, line 3340] [in UE4Editor-CoreUObject.dylib]
ProcessNewlyLoadedUObjects() Address = 0x10b23c8ba [/Users/build/Build/++UE4+Release-4.12+Compile/Sync/Engine/Source/Runtime/CoreUObject/Private/UObject/UObjectBase.cpp, line 725] [in UE4Editor-CoreUObject.dylib]
TBaseStaticDelegateInstance::ExecuteIfSafe() const Address = 0x10b0c2787 [Runtime/Core/Public/Delegates/DelegateInstancesImpl_Variadics.inl, line 1021] [in UE4Editor-CoreUObject.dylib]
TBaseMulticastDelegate::Broadcast() const Address = 0x10a5016da [/Users/build/Build/++UE4+Release-4.12+Compile/Sync/Engine/Source/Runtime/Core/Public/Delegates/DelegateSignatureImpl_Variadics.inl, line 921] [in UE4Editor-Core.dylib]
FModuleManager::LoadModuleWithFailureReason(FName, EModuleLoadResult&, bool) Address = 0x10a73d090 [/Users/build/Build/++UE4+Release-4.12+Compile/Sync/Engine/Source/Runtime/Core/Private/Modules/ModuleManager.cpp, line 461] [in UE4Editor-Core.dylib]
FModuleDescriptor::LoadModulesForPhase(ELoadingPhase::Type, TArray const&, TMap >&) Address = 0x110ef4039 [/Users/build/Build/++UE4+Release-4.12+Compile/Sync/Engine/Source/Runtime/Projects/Private/ModuleDescriptor.cpp, line 399] [in UE4Editor-Projects.dylib]
FProjectManager::LoadModulesForProject(ELoadingPhase::Type) Address = 0x110f08c97 [/Users/build/Build/++UE4+Release-4.12+Compile/Sync/Engine/Source/Runtime/Projects/Private/ProjectManager.cpp, line 53] [in UE4Editor-Projects.dylib]
FEngineLoop::LoadStartupModules() Address = 0x10a36bbbd (filename not found) [in UE4Editor]
FEngineLoop::PreInit(wchar_t const*) Address = 0x10a348e87 (filename not found) [in UE4Editor]
GuardedMain(wchar_t const*) Address = 0x10a35deb1 (filename not found) [in UE4Editor]
-[UE4AppDelegate runGameThread:] Address = 0x10a36fedc (filename not found) [in UE4Editor]
-[FCocoaGameThread main] Address = 0x10a598776 [/Users/build/Build/++UE4+Release-4.12+Compile/Sync/Engine/Source/Runtime/Core/Private/Mac/CocoaThread.cpp, line 368] [in UE4Editor-Core.dylib]
Unknown() Address = 0x7fff98e55e64 (filename not found) [in Foundation]
_pthread_body Address = 0x7fff98c2899d (filename not found) [in libsystem_pthread.dylib]
_pthread_body Address = 0x7fff98c2891a (filename not found) [in libsystem_pthread.dylib]
thread_start Address = 0x7fff98c26351 (filename not found) [in libsystem_pthread.dylib]

Could you point me where to start to debug this log? I have already tried verifying the Unreal version, uninstalled and reinstalled 4.12.5. I’m going to try and use source control to go back to a working version. Thanks,

Hey ,

You are getting this crash because of something with:

/04_BattleTanks/BattleTanks/Source/BattleTanks/Projectile.cpp, line 22

Can you post what you are doing in your Projectile.cpp class, on line 22?

Thanks.

Sure!

    ProjectileMovement = CreateDefaultSubobject<UProjectileMovementComponent>(FName("Projectile Movement"));
    ProjectileMovement->bAutoActivate = false;

Actually here is my recent commit to my game, if you need it: [Most recent commit][1]

Hey ,

I downloaded your project and compiled it. It is not crashing for me when playing / spawning projectiles.

  • Is there anything about your version that is different from from the current GitHub commit?
  • If not, can you simply compile the project from XCode and tell me if there are any errors / warnings that appear?

Thanks.

  • It’s the same version that is on my GitHub commit
  • One warning:

100948-screen+shot+2016-08-01+at+1.28.51+pm.png

Does the Unreal Engine compile my code every time it opens? I am thinking it’s running on my previous version. Could that be it? Could I somehow compile my code outside of Unreal?(sorry I’m primarily a designer, but just got out of college and working on keeping my skills sharp!)

Working now! Thanks! :slight_smile:

Using AttachTo() is OK for now. That won’t be the issue.

When it comes to if Unreal compiles every time you run the engine, it depends. Do you open it through the .uproject or through XCode?

If you run it through the .uproject, then no, it won’t compile. If you launch the editor from XCode, then yes. It will compile any out of date code before running.

You can compile from inside the editor with the “compile” button. You can also compile through XCode by compiling your game project.

Are you still experiencing the crash after compiling?