UE4 Editor crashing a lot on OS X and other issues

Hi there,

I have been using the editor a lot over the last week or so and my workflow is constantly interrupted by crashes when editing blueprints. They usually occur just after adding a node, but not exclusively. I have sent the anonymous crash reports, but thought I’d pop over here and add some more details/logs.

Note: not all of the crashes manifest with the crash reporter, instead manifesting as a freeze (beachball/force quit required). I have included these from the log files that I can see.

This is the latest one (LogFile1). Interestingly, I think this could be related to the fact that I am using 2 mice (mouses!) - a standard MS 3 button with wheel, and a magic mouse. I notice that the editor has this really cool feature where it detects and changes some of the mouse paradigms when using the magic mouse, and I wonder if it might be related. (I also have 2 keyboards connected FWIW, though I don’t typically see issues when typing).

2015.04.06-19.39.18:898][128]LogMac: === Critical error: ===
SIGABRT: abort() called

[2015.04.06-19.39.18:898][128]LogMac: abort() Address = 0x8b277b53 (filename not found) [in libsystem_c.dylib]
__cxa_bad_cast() Address = 0x91d09a21 (filename not found) [in libc++abi.dylib]
default_unexpected_handler() Address = 0x91d319d1 (filename not found) [in libc++abi.dylib]
_objc_terminate() Address = 0x9619a7d6 (filename not found) [in libobjc.A.dylib]
std::__terminate(void (*)()) Address = 0x91d2f0a1 (filename not found) [in libc++abi.dylib]
std::terminate() Address = 0x91d2f113 (filename not found) [in libc++abi.dylib]
FDragDropOperation::~FDragDropOperation() Address = 0x1343cb48 (filename not found) [in UE4Editor-SlateCore.dylib]
FKismetVariableDragDropAction::~FKismetVariableDragDropAction() Address = 0x180eee94 (filename not found) [in UE4Editor-Kismet.dylib]
FSlateApplication::ProcessMouseButtonUpEvent(FPointerEvent&) Address = 0x12d3f14a (filename not found) [in UE4Editor-Slate.dylib]
FSlateApplication::OnMouseUp(EMouseButtons::Type) Address = 0x12d73d90 (filename not found) [in UE4Editor-Slate.dylib]
FMacApplication::ProcessNSEvent(NSEvent*) Address = 0xd8aa684  (filename not found) [in UE4Editor-Core.dylib]
FMacApplication::ProcessEvent(FMacEvent const*) Address = 0xd8a98b1  (filename not found) [in UE4Editor-Core.dylib]
FCocoaRunLoopSource::Process(__CFString const*) Address = 0xd8d091f  (filename not found) [in UE4Editor-Core.dylib]
-[FCocoaRunLoopSourceInfo perform] Address = 0xd8a10a5  (filename not found) [in UE4Editor-Core.dylib]
__CFRUNLOOP_IS_CALLING_OUT_TO_A_SOURCE0_PERFORM_FUNCTION__() Address = 0x8c4ef681 (filename not found) [in CoreFoundation]
__CFRunLoopDoSources0() Address = 0x8c4e180d (filename not found) [in CoreFoundation]
__CFRunLoopRun() Address = 0x8c4e0e3f (filename not found) [in CoreFoundation]
CFRunLoopRunSpecific() Address = 0x8c4e0858 (filename not found) [in CoreFoundation]
FMacPlatformMisc::PumpMessages(bool) Address = 0xd8adbd5  (filename not found) [in UE4Editor-Core.dylib]
FEngineLoop::Tick() Address = 0xd73f79b  (filename not found) [in UE4Editor]
GuardedMain(wchar_t const*) Address = 0xd743503  (filename not found) [in UE4Editor]
-[UE4AppDelegate runGameThread:] Address = 0xd7517c3  (filename not found) [in UE4Editor]
-[FCocoaGameThread main] Address = 0xd8a1278  (filename not found) [in UE4Editor-Core.dylib]
__NSThread__main__() Address = 0x8af3390a (filename not found) [in Foundation]
_pthread_body() Address = 0x8c809268 (filename not found) [in libsystem_pthread.dylib]
_pthread_body() Address = 0x8c8091e5 (filename not found) [in libsystem_pthread.dylib]
thread_start() Address = 0x8c80741d (filename not found) [in libsystem_pthread.dylib]

This one happened when attempting to calculate the convex hull for an object which (tbh I realise now) wasn’t entirely convex (LogFile2):

[2015.04.06-17.03.37:107][477]LogMac: === Critical error: ===
SIGSEGV: invalid attempt to access memory at address 0x23a

[2015.04.06-17.03.37:107][477]LogMac: dgList<dgList<dgConvexHull3DFace>::dgListNode*>::dgListNode::~dgListNode() Address = 0x4a32807  (filename not found) [in UE4Editor-Engine.dylib]
dgConvexHull3d::CalculateConvexHull(dgAABBPointTree3d*, dgHullVertex*, int, double, int) Address = 0x9a09e95  (filename not found) [in UE4Editor-UnrealEd.dylib]
dgConvexHull3d::BuildHull(double const*, int, int, double, int) Address = 0x9a0987e  (filename not found) [in UE4Editor-UnrealEd.dylib]
dgConvexHull3d::dgConvexHull3d(double const*, int, int, double, int) Address = 0x9a09769  (filename not found) [in UE4Editor-UnrealEd.dylib]
HACD_STANDALONE::HullLibrary::CreateConvexHull(HACD_STANDALONE::HullDesc const&, HACD_STANDALONE::HullResult&) Address = 0x9a05e56  (filename not found) [in UE4Editor-UnrealEd.dylib]
CONVEX_DECOMPOSITION_STANDALONE::ConvexBuilder::doConvexDecomposition(unsigned int, float const*, unsigned int, unsigned int const*, CONVEX_DECOMPOSITION_STANDALONE::Cdesc&, unsigned int) Address = 0x9a03546  (filename not found) [in UE4Editor-UnrealEd.dylib]
CONVEX_DECOMPOSITION_STANDALONE::ConvexBuilder::performConvexDecomposition(CONVEX_DECOMPOSITION_STANDALONE::DecompDesc const&) Address = 0x9a031a3  (filename not found) [in UE4Editor-UnrealEd.dylib]
HACD_STANDALONE::MyHACD_API::performHACD(HACD_STANDALONE::HACD_API::Desc const&) Address = 0x9a2c1d4  (filename not found) [in UE4Editor-UnrealEd.dylib]
DecomposeMeshToHulls(UBodySetup*, TArray<FVector, FDefaultAllocator> const&, TArray<unsigned int, FDefaultAllocator> const&, int, int) Address = 0x9ae8520  (filename not found) [in UE4Editor-UnrealEd.dylib]
FStaticMeshEditor::DoDecomp(int, int) Address = 0x56689ebd (filename not found) [in UE4Editor-StaticMeshEditor.dylib]
SConvexDecomposition::OnApplyDecomp() Address = 0x56699de0 (filename not found) [in UE4Editor-StaticMeshEditor.dylib]
TBaseSPMethodDelegateInstance<false, SConvexDecomposition, (ESPMode)0, FReply ()>::Execute() const Address = 0x566feeef (filename not found) [in UE4Editor-StaticMeshEditor.dylib]
SButton::OnMouseButtonUp(FGeometry const&, FPointerEvent const&) Address = 0x90947d7  (filename not found) [in UE4Editor-Slate.dylib]
FSlateApplication::ProcessMouseButtonUpEvent(FPointerEvent&) Address = 0x8e806f3  (filename not found) [in UE4Editor-Slate.dylib]
FSlateApplication::OnMouseUp(EMouseButtons::Type) Address = 0x8eb5d90  (filename not found) [in UE4Editor-Slate.dylib]
FMacApplication::ProcessNSEvent(NSEvent*) Address = 0x39d9684  (filename not found) [in UE4Editor-Core.dylib]
FMacApplication::ProcessEvent(FMacEvent const*) Address = 0x39d88b1  (filename not found) [in UE4Editor-Core.dylib]
FCocoaRunLoopSource::Process(__CFString const*) Address = 0x39ff91f  (filename not found) [in UE4Editor-Core.dylib]
-[FCocoaRunLoopSourceInfo perform] Address = 0x39d00a5  (filename not found) [in UE4Editor-Core.dylib]
__CFRUNLOOP_IS_CALLING_OUT_TO_A_SOURCE0_PERFORM_FUNCTION__() Address = 0x8c4ef681 (filename not found) [in CoreFoundation]
__CFRunLoopDoSources0() Address = 0x8c4e180d (filename not found) [in CoreFoundation]
__CFRunLoopRun() Address = 0x8c4e0e3f (filename not found) [in CoreFoundation]
CFRunLoopRunSpecific() Address = 0x8c4e0858 (filename not found) [in CoreFoundation]
FMacPlatformMisc::PumpMessages(bool) Address = 0x39dcbd5  (filename not found) [in UE4Editor-Core.dylib]
FEngineLoop::Tick() Address = 0x386d79b  (filename not found) [in UE4Editor]
GuardedMain(wchar_t const*) Address = 0x3871503  (filename not found) [in UE4Editor]
-[UE4AppDelegate runGameThread:] Address = 0x387f7c3  (filename not found) [in UE4Editor]
-[FCocoaGameThread main] Address = 0x39d0278  (filename not found) [in UE4Editor-Core.dylib]
__NSThread__main__() Address = 0x8af3390a (filename not found) [in Foundation]
_pthread_body() Address = 0x8c809268 (filename not found) [in libsystem_pthread.dylib]
_pthread_body() Address = 0x8c8091e5 (filename not found) [in libsystem_pthread.dylib]
thread_start() Address = 0x8c80741d (filename not found) [in libsystem_pthread.dyli

b]

I honestly can’t remember what I was doing with this one, but it was today and therefore it was editing blueprints (LogFile3):

[2015.04.06-13.43.52:531][469]LogMac: === Critical error: ===
SIGSEGV: invalid attempt to access memory at address 0x18

[2015.04.06-13.43.52:531][469]LogMac: -[NSWindow setFrameOrigin:] Address = 0x98e05b56 (filename not found) [in AppKit]
__31-[FCocoaWindow setFrameOrigin:]_block_invoke Address = 0x4eb6733  (filename not found) [in UE4Editor-Core.dylib]
MainThreadCall(void () block_pointer, NSString*, bool) Address = 0x4eb4447  (filename not found) [in UE4Editor-Core.dylib]
-[FCocoaWindow setFrameOrigin:] Address = 0x4eb654d  (filename not found) [in UE4Editor-Core.dylib]
invocation function for block in FMacWindow::MoveWindowTo(int, int) Address = 0x4f209cd  (filename not found) [in UE4Editor-Core.dylib]
invocation function for block in PerformBlockOnThread(FCocoaRunLoopSource&, void () block_pointer, NSArray*, NSString*, bool) Address = 0x4ed38e0  (filename not found) [in UE4Editor-Core.dylib]
FCocoaRunLoopSource::Process(__CFString const*) Address = 0x4ee391f  (filename not found) [in UE4Editor-Core.dylib]
-[FCocoaRunLoopSourceInfo perform] Address = 0x4eb40a5  (filename not found) [in UE4Editor-Core.dylib]
__CFRUNLOOP_IS_CALLING_OUT_TO_A_SOURCE0_PERFORM_FUNCTION__() Address = 0x8c4ef681 (filename not found) [in CoreFoundation]
__CFRunLoopDoSources0() Address = 0x8c4e180d (filename not found) [in CoreFoundation]
__CFRunLoopRun() Address = 0x8c4e0e3f (filename not found) [in CoreFoundation]
CFRunLoopRunSpecific() Address = 0x8c4e0858 (filename not found) [in CoreFoundation]
RunCurrentEventLoopInMode() Address = 0x8e79aaef (filename not found) [in HIToolbox]
ReceiveNextEventCommon() Address = 0x8e79a76e (filename not found) [in HIToolbox]
_BlockUntilNextEventMatchingListInModeWithFilter() Address = 0x8e79a6ab (filename not found) [in HIToolbox]
_DPSNextEvent() Address = 0x98d02f81 (filename not found) [in AppKit]
-[NSApplication nextEventMatchingMask:untilDate:inMode:dequeue:] Address = 0x98d02730 (filename not found) [in AppKit]
-[NSApplication run] Address = 0x98cf6593 (filename not found) [in AppKit]
tchar_main(int, wchar_t**) Address = 0x4d66b0e  (filename not found) [in UE4Editor]
main() Address = 0x4d663b7  (filename not found) [in UE4Editor]
start() Address = 0x98bcf5c9 (filename not found) [in libdyld.dylib]


[2015.04.06-13.43.52:533][469]LogExit: Executing StaticShutdownAfterError

And another, just editing blueprints - nothing specific that I remember (LogFile4):

[2015.04.05-18.33.16:451][416]LogMac: === Critical error: ===
SIGSEGV: invalid attempt to access memory at address 0x18

[2015.04.05-18.33.16:451][416]LogMac: processEventTapData() Address = 0x8ba0b7e0 (filename not found) [in CoreGraphics]
_CGYPostEventTapData() Address = 0x8ba0b3f3 (filename not found) [in CoreGraphics]
_XPostEventTapData() Address = 0x8b9beac6 (filename not found) [in CoreGraphics]
CGYEventTap_server() Address = 0x8b9bebaf (filename not found) [in CoreGraphics]
eventTapMessageHandler() Address = 0x8ba0b4db (filename not found) [in CoreGraphics]
__CFMachPortPerform() Address = 0x8c4efa07 (filename not found) [in CoreFoundation]
__CFRUNLOOP_IS_CALLING_OUT_TO_A_SOURCE1_PERFORM_FUNCTION__() Address = 0x8c4ef8f9 (filename not found) [in CoreFoundation]
__CFRunLoopDoSource1() Address = 0x8c4ef86b (filename not found) [in CoreFoundation]
__CFRunLoopRun() Address = 0x8c4e13e7 (filename not found) [in CoreFoundation]
CFRunLoopRunSpecific() Address = 0x8c4e0858 (filename not found) [in CoreFoundation]
RunCurrentEventLoopInMode() Address = 0x8e79aaef (filename not found) [in HIToolbox]
ReceiveNextEventCommon() Address = 0x8e79a76e (filename not found) [in HIToolbox]
_BlockUntilNextEventMatchingListInModeWithFilter() Address = 0x8e79a6ab (filename not found) [in HIToolbox]
_DPSNextEvent() Address = 0x98d02f81 (filename not found) [in AppKit]
-[NSApplication nextEventMatchingMask:untilDate:inMode:dequeue:] Address = 0x98d02730 (filename not found) [in AppKit]
-[NSApplication run] Address = 0x98cf6593 (filename not found) [in AppKit]
tchar_main(int, wchar_t**) Address = 0x43e0b0e  (filename not found) [in UE4Editor]
main() Address = 0x43e03b7  (filename not found) [in UE4Editor]
start() Address = 0x98bcf5c9 (filename not found) [in libdyld.dylib]


[2015.04.05-18.33.16:451][416]LogExit: Executing StaticShutdownAfterError

I’m sure I can dig out others if the team would find them useful.

Other things to report (I can elaborate if it would be useful):

  • drag-and-drop into content browser doesn’t appear to work for me. I have no specifics to add other than steps to reproduce: open a project, drag a mesh/wav/png into the content browser : expect: it is imported see: nothing.
  • behaviour of multiple windows is odd - in the tutorial videos undocked tab windows show as “always on top” so that you can select items in the main scene to keep context in, say BP editor. This doesn’t seem to happen for me on OS X: clicking the main window makes it go in front
  • on clicking behiour - clicking in the scene, say to activate the UE4 editor instance doesn’t always work (rarely) - you have to click the title/tab area to make the app active. this is typical as i have multiple monitors and often switching between them.

I know this sounds like a litany of complaints, but honestly i think the editor is great and just trying to help out. The crashes are annoying, yes, but I’m getting more and more used to save often (maybe UE4 needs a HalfLife-style quick save - then i can F5 quick save before turning any corner/opening any tab!)

Hello puremourning,

We appreciate you taking the time to report these crashes. For organizational and tracking purposes, if you would like an official report to be made for each of these crashes, please create a new post for each respective crash. We do have some guidelines to follow which help us get all the correct and needed information for the crashes.

Please take a look over the “How to Report a Bug” thread on our Forums to gather all the information we will need to move forward with the bug reporting process.

How to Report a Bug

As for the saving issue, it is always a good idea to build the habit to save frequently. With that in mind, whenever I build lighting, or import assets, or make changed to a material, etc… I use the ‘Save All’ button within the Content Browser. If you would like to create a custom key binding for saving your work, you can go into the ‘Editor Preference’ and select the ‘Keyboard Shortcuts’ section. There you can type the work ‘Save’ into the small search bar at the top which will then show you all the different saving options and their key bindings.

Keyboard Shortcuts

Thank you,