4.6.1 Crash when opening project on Macbook Pro Retina

Pretty much what it says on the tin; no other indications available. I open the editor and a few seconds later crash reporter launches.

This project is code+blueprints using the stock 4.6.1 editor.

MachineId:000F000A00310007000E008F933CAA2F
EpicAccountId:320d9b06d77843548520672ef9d4aa7f

Generating report for minidump

Application version 4.6.1-2386410+++depot+UE4-Releases+4.6
 ... built from changelist 2386410
 ... based on label ++depot+UE4-Releases+4.6

OS version 10.10.2.49417
Running 4 x64 processors
Exception was "SIGSEGV: invalid attempt to access memory at address 0x3"

Source context from ""

<SOURCE START>
<SOURCE END>

<CALLSTACK START>
FDebug::AssertFailed(char const*, char const*, int, wchar_t const*, ...)  Address = 0x10c78c6c0 (filename not found) [in UE4Editor-Core.dylib]
FTargetDeviceService::AddTargetDevice(TSharedPtr<ITargetDevice, (ESPMode)1>)  Address = 0x1186fade1 (filename not found) [in UE4Editor-TargetDeviceServices.dylib]
FTargetDeviceServiceManager::AddTargetDevice(TSharedPtr<ITargetDevice, (ESPMode)1>)  Address = 0x1186ff1a6 (filename not found) [in UE4Editor-TargetDeviceServices.dylib]
FTargetDeviceServiceManager::HandleTargetPlatformDeviceDiscovered(TSharedRef<ITargetDevice, (ESPMode)1>)  Address = 0x1186ff77f (filename not found) [in UE4Editor-TargetDeviceServices.dylib]
TBaseRawMethodDelegateInstance<false, FTargetDeviceServiceManager, void (TSharedRef<ITargetDevice, (ESPMode)1>)>::ExecuteIfSafe(TSharedRef<ITargetDevice, (ESPMode)1>) const  Address = 0x11870627b (filename not found) [in UE4Editor-TargetDeviceServices.dylib]
TBaseMulticastDelegate<void, TSharedRef<ITargetDevice, (ESPMode)1> >::Broadcast(TSharedRef<ITargetDevice, (ESPMode)1>) const  Address = 0x12a2abf9a (filename not found) [in UE4Editor-IOSTargetPlatform.dylib]
FIOSTargetPlatform::HandlePongMessage(FIOSLaunchDaemonPong const&, TSharedRef<IMessageContext, (ESPMode)1> const&)  Address = 0x12a2a9c49 (filename not found) [in UE4Editor-IOSTargetPlatform.dylib]
FMessageEndpoint::ProcessMessage(TSharedRef<IMessageContext, (ESPMode)1> const&)  Address = 0x12a2b2ff7 (filename not found) [in UE4Editor-IOSTargetPlatform.dylib]
FMessageDispatchTask::DoTask(ENamedThreads::Type, TRefCountPtr<FGraphEvent> const&)  Address = 0x115466f93 (filename not found) [in UE4Editor-Messaging.dylib]
TGraphTask<FMessageDispatchTask>::ExecuteTask(TArray<FBaseGraphTask*, FDefaultAllocator>&, ENamedThreads::Type)  Address = 0x115466945 (filename not found) [in UE4Editor-Messaging.dylib]
FTaskThread::ProcessTasks(int, bool)  Address = 0x10c68ec6e (filename not found) [in UE4Editor-Core.dylib]
FFrameEndSync::Sync(bool)  Address = 0x10e0b2033 (filename not found) [in UE4Editor-Engine.dylib]
FEngineLoop::Tick()  Address = 0x10c5c57c6 (filename not found) [in UE4Editor]
GuardedMain(wchar_t const*)  Address = 0x10c5c7ec1 (filename not found) [in UE4Editor]
-[UE4AppDelegate()  Address = 0x10c5d0de5 (filename not found) [in UE4Editor]
-[FCocoaGameThread()  Address = 0x10c6dd134 (filename not found) [in UE4Editor-Core.dylib]
__NSThread__main__()  Address = 0x7fff9046590a (filename not found) [in Foundation]
_pthread_body()  Address = 0x7fff94373268 (filename not found) [in libsystem_pthread.dylib]
_pthread_body()  Address = 0x7fff943731e5 (filename not found) [in libsystem_pthread.dylib]
thread_start()  Address = 0x7fff9437141d (filename not found) [in libsystem_pthread.dylib]
<CALLSTACK END>

Unplugging my iPad allowed me to start the editor up. If I wait 3+ minutes before plugging the iPad in UE doesn’t crash, sooner than that and it does.

In case it wasn’t obvious we are attempting to launch to the iPad. When we are able to finally keep UE open long enough to Launch on Device the build runs fine until the level loads on the iPad; at which point the build task crashes and takes the entire UE editor instance with it on the Mac. After this I unplug the iPad and restart UE to see that my iPad is still listed in the devices dropdown. From here I have to restart continually until UE no longer sees an iPad connected that isn’t.

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Howdy Thomas,

Thank you for reporting this issue. Since you are seeing an immediate crash with your project, I have placed Jira ticket UE-8908 into our bug database so that the issue may be resolved in a future release. At this time I am unsure as to when this issue will be addressed or resolved but I will be sure to keep you posted as soon as I hear more information on the subject.

Please let me know if you have any additional questions.

Thanks and have a great day!

Thanks Sean! We are able to get a launch out once every 10-15 restarts of UE. The process is frustrating as you can imagine and it would be great to have all of this streamlined. It’s entirely possible that there is a bug in our code causing some problems but the device lookup failures seem like the editor is having issues. I’m surprised if that’s the case that I’d be the only person seeing it.

The game starts on the iPad, shows the startup screen but as soon as the level loads (launch to device) the UE4 editor crashes on my mac.

I managed to capture the contents of the Output Log window this time just before it crashed. (This log contains most of my session, I had to trim out the first 2mb of data to fit under the file upload limit.)

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Hey Thomas,

Sorry but about the lack of response for this issue. thank you for the output log that you have attached. I will be sure to include them in the report.

The report has also been updated to show that there is a slated fix to be implemented into the 4.8 release.

I will be sure to update you once I know more.

Thanks!

Hi Thomas,

Wondering if you’re still seeing this behavior? Have you upgraded to 4.7 (currently 4.7.5)?

It seems like you were hitting all kinds of issues and we want to see what ones still persist. The crash logs we have from you seem to match this callstack mostly:

<unknown module>! UBlueprint* CastChecked<UBlueprint, UObject>(UObject*, ECastCheckedType::Type) 
<unknown module>! UBlueprintGeneratedClass::GetAuthoritativeClass() 
<unknown module>! UK2Node_CallFunction::CreateSelfPin(UFunction const*) 
<unknown module>! UK2Node_CallFunction::CreatePinsForFunctionCall(UFunction const*) 
<unknown module>! UK2Node_CallFunction::AllocateDefaultPins() 
<unknown module>! UK2Node::ReconstructNode() 
<unknown module>! UEdGraphSchema_K2::ReconstructNode(UEdGraphNode&, bool) 
<unknown module>! FBlueprintEditorUtils::RefreshExternalBlueprintDependencyNodes(UBlueprint*, UStruct*) 
<unknown module>! UBlueprintGeneratedClass::ConditionalRecompileClass(TArray<UObject*, FDefaultAllocator>*) 
<unknown module>! FScopedClassDependencyGather::~FScopedClassDependencyGather()

This might have been a cyclic dependency issue (which we made great strides to fix in 4.7). The other issues you’ve listed here seem harder to pin down.

If you are experiencing any of these problems still, do you have a small test project that exemplifies them? One that you could share with us (so we can reproduce and investigate).

Thanks again for bringing this to our attention. Hoping it was all resolved with 4.7!