C++ builds in XCode, crashes when launching UE4 Editor

Hi UE4 team,

I’ve finally got my C++ code to successfully clean and build in XCode, however when I launch UE4 editor, it passes “Initializing” and then crashes at “Loading 58%” thereafter. I am using UE4 editor version 4.6.1 at the moment, running a late 2013 rMBP 13", and using XCode 6.3.1. Any help is greatly appreciated as I only have a few days until project hand in!

MBPr Specs:

  • Model Name: MacBook Pro
  • Model Identifier: MacBookPro11,1
  • 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: 8 GB

This is the following shortened callstack copied to clipboard (full thing is attached):

MachineId:710D03B06A4697A1823709A9DCF5FE8D
EpicAccountId:417023b9b93047e685b1e66f2d778688

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 10.10.3.53558
Running 2 x64 processors
Exception was "SIGSEGV: invalid attempt to access memory at address 0x3"

Source context from ""

<SOURCE START>
<SOURCE END>

<CALLSTACK START>
FGCCollector::HandleObjectReference(UObject*&, UObject const*, UObject const*)  Address = 0x10bceec33 (filename not found) [in UE4Editor-CoreUObject.dylib]
FSimpleObjectReferenceCollectorArchive::operator<<(UObject*&)  Address = 0x10bcef106 (filename not found) [in UE4Editor-CoreUObject.dylib]
UObjectProperty::SerializeItem(FArchive&, void*, int, void const*) const  Address = 0x10bd7e670 (filename not found) [in UE4Editor-CoreUObject.dylib]
UProperty::SerializeBinProperty(FArchive&, void*)  Address = 0x10bccef0c (filename not found) [in UE4Editor-CoreUObject.dylib]
UStruct::SerializeBin(FArchive&, void*, int) const  Address = 0x10bca9ffe (filename not found) [in UE4Editor-CoreUObject.dylib]
UObject::SerializeScriptProperties(FArchive&) const  Address = 0x10bd2ebca (filename not found) [in UE4Editor-CoreUObject.dylib]
UObject::AddReferencedObjects(UObject*, FReferenceCollector&)  Address = 0x10bc81387 (filename not found) [in UE4Editor-CoreUObject.dylib]
FArchiveRealtimeGC::ProcessObjectArray(TArray<UObject*, FDefaultAllocator>&, TRefCountPtr<FGraphEvent>&)  Address = 0x10bcec98c (filename not found) [in UE4Editor-CoreUObject.dylib]
TGraphTask<FArchiveRealtimeGC::FGCTask>::ExecuteTask(TArray<FBaseGraphTask*, FDefaultAllocator>&, ENamedThreads::Type)  Address = 0x10bcee4a3 (filename not found) [in UE4Editor-CoreUObject.dylib]
FTaskThread::ProcessTasks(int, bool)  Address = 0x10b610c6e (filename not found) [in UE4Editor-Core.dylib]
FTaskThread::ProcessTasksUntilQuit(int)  Address = 0x10b610205 (filename not found) [in UE4Editor-Core.dylib]
FTaskThread::Run()  Address = 0x10b6122ab (filename not found) [in UE4Editor-Core.dylib]
FRunnableThreadPThread::_ThreadProc(void*)  Address = 0x10b609d7c (filename not found) [in UE4Editor-Core.dylib]
_pthread_body()  Address = 0x7fff95915268 (filename not found) [in libsystem_pthread.dylib]
_pthread_body()  Address = 0x7fff959151e5 (filename not found) [in libsystem_pthread.dylib]
thread_start()  Address = 0x7fff9591341d (filename not found) [in libsystem_pthread.dylib]
<CALLSTACK END>

Attachments:

Hey Wilkolicious-

Are you trying to build the engine or build code for an already existing project? Do you have the same errors when using the latest version of the engine (4.7.6)?

Cheers

Hi ,

I’ve downloaded 4.7.6 for Mac and it opens all the way to the “open project/new project” window. It crashes when I open my project in it. I picked the opening a copy option instead of the “convert” option, and it crashes at 91% when loading.
link text

Edit: Apologies about the .txt, it has .rtf markup as I copied and pasted it into textedit!

Hi ,

I’ve got it onto Windows and tried building through Visual Studio 2013 and got the following: VS2013 Build Fail Log

Many thanks!

Hey Wilkolicious-

Looking at the error message it seems that something in the project that is trying to get created at start-up isn’t being created properly. Can you confirm this by seeing if another project will open? If you are casting to an interface or trying to use something that is accessing the interface this could be a possible cause. You may want to check with “IConvertible” first as the error seems to point to a cast to this object.

Cheers

Hey Wilkolicious-

We’re not heard back from you in a few days. For tracking purposes I will be marking this post as resolved. If you are still having problems with your build crashing feel free to reopen by responding with the any additional information regarding the bug.

Cheers