100% Editor crash on load (Mac, 4.6.1)

This seems to be related to my project (I can open Tappy Chicken) but when I roll back my files past where it used to work it still crashes on load. It worked on MAC a few days ago and still works on PC where I’ve been making incremental changes.

The .uproject file hasn’t changed during this period and I’ve deleted Saved/Intermediate/Build/Binaries folders without anything improving.

Where are any project specific settings stored?

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Hi ,

Thanks for reporting the call stack from the crash reporter. Did you also hit the submit button on the crash reporter pop-up? If not please reproduce the crash and hit the “submit” button. (This supplies extra information and allows us to compare the crash with other users experiencing the same issue.)

Also, please provide the following logs, if present:

The UE4.log (Located: ~/Library/Logs/Unreal Engine/Editor/)

The ProjectName.log (Located: ~/Library/Logs/Unreal Engine/ProjectNameEditor/)

We have started looking into this, but the additional information would be very helpful

Thanks

Hi ,

thanks for looking into this!

Unfortunately I don’t appear to have an Unreal Engine subfolder in my Log’s directory and searching my Mac for a UE4.Log isn’t coming up with anything.

I have reported the crash using the crash reporter so you may find more information there. I think this would be the only crash reported by me in the last few days.

Latest step on my side has been to move my content folder out of the project with no change. However I did get warnings about missing CDOs so it’s getting as far as my code.

Running from XCode I get the same crash I think output is attached the following is the exception hit:

Assertion failed: !PrimaryDockArea.IsValid()
[File:/Users/build/BuildFarm/build_++depot+UE4-Releases

+4.6/Engine/Source/Runtime/Slate/Private/Framework/Docking/TabManager.cpp]
[Line: 663] 

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Hi ,

I am searching our database to sync your callstack with the crash report. In the mean time, the folders I mentioned above are hidden. You have to navigate to Go>Go To Folder and type “~/Library/Logs/” then navigate from there if your Unreal directory is not in the exact location that I listed above.

Thanks

That worked. Attached.

Is the OpenGL warning critical?

[2015.01.21-15.32.33:168][  0]LogCrashTracker: Crashtracker disabled due to settings.
[2015.01.21-15.32.34:352][  2]LogAssetRegistry: Asset discovery search completed in 19.9331 seconds
**[2015.01.21-16.51.36:685][  8]LogRHI:Warning: OpenGL debug output extension not supported!**
[2015.01.21-16.56.49:241][680]Cmd: CLOSE_SLATE_MAINFRAME
[2015.01.21-16.56.49:709][681]Cmd: QUIT_EDITOR
[2015.01.21-16.56.50:302][681]LogExit: Preparing to exit.
[2015.01.21-16.56.52:635][681]LogExit: Editor shut down

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Where does the editor store project specific settings? For instance window sizes and open tabs?

Since it looks related to an OpenGL warning can I get your system specs?

Apple menu >About This Mac>More Info> Add the information from this window (serial # not necessary).

We also need the following information from the “System Report:” Apple menu >About This Mac>More Info> System Report>Hardware (All information listed in the “Hardware Overview.”) You can cut and paste this information or provide screen shots, whichever is more convenient.

Thanks

~/Library/Preferences/Unreal Engine/Editor

Hello again !

I know that my system is underpowered for UE4 but most development is happening on PC the MAC is just needed to package for iOS devices (I build C++ code so can’t package from PC).

I’ll likely upgrade the machine later in the year but in the meantime is there a way I can trigger the packaging process from outside the editor?

In terms of the engine, whatever the problem is I wasted some time trying to work around it, if you guys can get a clearer warning into the system (like a popup that says “this project uses features not available with this graphics card, feature is XXX”) that would probably save other users time in the future.

Even better would be automatically disabling the feature within the editor environment so the user could continue working :slight_smile:

Here you go on the stats:

Model Name: MacBook Pro
Model Identifier: MacBookPro6,2
Processor Name: Intel Core i5
Processor Speed: 2.4 GHz
Number of Processors: 1
Total Number of Cores: 2
L2 Cache (per Core): 256 KB
L3 Cache: 3 MB
Memory: 4 GB
Processor Interconnect Speed: 4.8 GT/s
Boot ROM Version: MBP61.0057.B0F
SMC Version (system): 1.58f17
Serial Number (system):

NVIDIA GeForce GT 330M 256MB

Running OS X Yosemite v 10.10.1

Hi There,

So is my iphone development dead in the water until I get a new MAC or is there some way I can work around this (especially given I don’t really need the editor, just the ability to package the game).

Thanks for any help!

Hi ,

Sorry for the delay. I’ve reported this in JIRA [UE-8732] and am waiting to hear back from a developer to see if they could shed any light on this.

In the meantime, you can deploy to an iOS device from a Windows platform as long as you have the proper Certificates and Provisions.

The easiest way to load them are through your Project Settings In the Editor as shown here:

Thanks , because my project is heavily C++ I believe I can’t deploy from Windows. I could build the code still on iOS because XCode works, and I can run the code against old assets but that isn’t sufficient.

I received this message concerning the bug report on your crash: “There is no crash log in Crash Log.txt. It is a valid start and stop of the editor. There is nothing we can do without a callstack or error message.”

I’m afraid did not check the crash log you submitted closely. To correct this, please try to reproduce the crash and copy and paste the callstack from the crash reporter in a simple text file and link it here. Also be sure to hit “Submit” on the crash reporter pop up. -Thanks

Hi ,

The callstack is in the file linked in the first post, also linked below.

I’m going to be off for a few days, on my return I can look into getting a bit more information, perhaps I can build the editor and actually debug the problem myself.

Regards,

link text

Sorry - put comment above in wrong place.

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Hi ,

I have added the documentation to the initial report. With that, our developers should be able to identify the source of the issue and hopefully provide steps to resolve.

Thanks for providing all requested documentation and notes on the crash report!

Also - this still happens on 4.7 current version so no magic bullet there. I built a debug version of the editor to take a closer look but it ran so slow that a day later I wasn’t sure it was running at all (though it was taking up all the machine CPU). I guess I can see if a more optimized version gives any info in the debugger.

Given I can build the project code if I could ship the built code over to my PC and package there this would suffice, as would being able to package and deploy from outside the editor (perhaps some shell script somewhere?).

In an update to the bug report for this issue, this has been marked as fixed for the official release (not preview.) As far as your question regarding deploying your Mac files from a PC, I am not aware of a shell script available for this. You might want to check the to see if anyone has had success.

Hi ,

I just tried with 4.7.1 and got exactly the same crash so it still seems to be open.

Perhaps I need to look into completely re-installing unreal but given I don’t know what caused it in the first place would then just be waiting for the same problem to recur.

Hi ,

I’m still looking into trying to find you a solution for your Mac. However, you wrote before, “…because my project is heavily C++, I believe I can’t deploy from Windows.” Have you tried this solution?