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: