Hi! I’m using Unreal Editor 4.11 for linux now, but this happen in 4.9 as well as in 4.10. I’m very newbie to Unreal and C++ and this problem appears when I’m doing the “On Your Own” part of the countdown official C++ tutorial.
Whenever I put this class on a project and press compile, the editor crashes, and I’m not able to open my project anymore, so I have to create a whole new project. Is there a way to reverse whatever the error of compilation did to my project?
Opening a broken project it gives me this error on the terminal.
Signal 11 caught.
EngineCrashHandler: Signal=11
[2016.02.21-23.17.17:228][ 0]LogLinux: === Critical error: ===
Unhandled Exception: SIGSEGV: invalid attempt to access memory at address 0x000001b0
[2016.02.21-23.17.17:229][ 0]LogLinux: Fatal error!
[Callstack] 03 0x00007f6ae36b6580 CommonLinuxCrashHandler(FGenericCrashContext const&)
[Callstack] 04 0x00007f6aeead15b8 PlatformCrashHandler(int, siginfo_t*, void*)
[Callstack] 05 0x00007f6aef65cd10 /lib/x86_64-linux-gnu/libpthread.so.0(+0x10d10) [0x7f6aef65cd10]
[Callstack] 06 0x00007f6aeaff3e6a AActor::GetWorldTimerManager() const
[Callstack] 07 0x00007f6a84d25dd6 AMyPawn::AMyPawn()
[Callstack] 08 0x00007f6aee3596b6 UClass::CreateDefaultObject()
[Callstack] 09 0x00007f6aee4f1117 ProcessNewlyLoadedUObjects()
[Callstack] 10 0x000000000043ba84 TBaseStaticDelegateInstance<void ()>::ExecuteIfSafe() const [Runtime/Core/Public/Delegates/Tuple.h, line 93]
[Callstack] 11 0x000000000043b2f5 TBaseMulticastDelegate<void>::Broadcast() const [Runtime/Core/Public/Delegates/DelegateSignatureImpl_Variadics.inl, line 921]
[Callstack] 12 0x00007f6aeebd1e0a FModuleManager::LoadModuleWithFailureReason(FName, EModuleLoadResult&, bool)
[Callstack] 13 0x00007f6ae937c370 FModuleDescriptor::LoadModulesForPhase(ELoadingPhase::Type, TArray<FModuleDescriptor, FDefaultAllocator> const&, TMap<FName, EModuleLoadResult, FDefaultSetAllocator, TDefaultMapKeyFuncs<FName, EModuleLoadResult, false> >&)
[Callstack] 14 0x00007f6ae938ca13 FProjectManager::LoadModulesForProject(ELoadingPhase::Type)
[Callstack] 15 0x000000000043526d FEngineLoop::LoadStartupModules() [/home/mateo/Documentos/UnrealEngine/Engine/Source/Runtime/Launch/Private/LaunchEngineLoop.cpp, line 2078]
[Callstack] 16 0x00000000004195ee FEngineLoop::PreInit(wchar_t const*) [/home/mateo/Documentos/UnrealEngine/Engine/Source/Runtime/Launch/Private/LaunchEngineLoop.cpp, line 1551]
[Callstack] 17 0x0000000000429e0f GuardedMain(wchar_t const*) [/home/mateo/Documentos/UnrealEngine/Engine/Source/Runtime/Launch/Private/Launch.cpp, line 31]
[Callstack] 18 0x00007f6ae36b70be CommonLinuxMain(int, char**, int (*)(wchar_t const*))
[Callstack] 19 0x00007f6ae2624a40 /lib/x86_64-linux-gnu/libc.so.6(__libc_start_main+0xf0) [0x7f6ae2624a40]
[Callstack] 20 0x00000000004139d9 /home/mateo/Documentos/UnrealEngine/Engine/Binaries/Linux/UE4Editor(_start+0x29) [0x4139d9]
Header File: https://dl.dropboxusercontent.com/u/105638235/Unreal%20problem/MyPawn.h
Source File: https://dl.dropboxusercontent.com/u/105638235/Unreal%20problem/MyPawn.cpp
PS: I can’t upload .h and .cpp files to the post so I used an external link.