UE4 Editor crashes after using the 'Play' function - Signal 11 Linux

Hello,
Branch: Source

Build: 4.8.1-0+++depot+UE4-Releases+4.8

UE4 Editor on Linux crashes when using the ‘Play’ function, after loading a project (in my case, its a test project to see if I can run the editor on my machine, and it crashes.

Attaching stdout log from the UE4Editor binary: UE4Editor_crash_sig11_Linux - Pastebin.com (I apologise if it’s not according to markdown)

Repro Steps:

  1. run UE4Editor
  2. Load a sample project
  3. once the project is loaded, and opened, click on ‘Play’
  4. UE4Editor crashes with the message: “Signal 11 caught”

Hey -

Can you run hwinfo from the command line and post the result to give me some information about your machine? When building the engine did you use a specific branch and if so which one? Additionally, does the same crash occur if you run a different engine version?

Cheers

Hi, here’s the output from hwinfo: http://pastebin.com/dvrfe5S0.
I believe it’s the master branch.
I tried to run UE4Editor from 4.7, but it wouldn’t even start with that version

Edit: it’s the release branch

Hey -

The master branch includes the latest changes to the engine and has not undergone any testing. I would suggest using the promoted branch which has had more testing but may still have performance issues or the release branch which has had extensive testing and is the most stable.

I’ve checked again, git reports that it is the release branch, not the master branch. sorry for the mistake

For an unknown (to me) reason, the release branch continues to crash on my end.
only errors I was able to catch: “*** Error in `/home/i5150pc/UnrealEngine/Engine/Binaries/Linux/UE4Editor’: corrupted double-linked list: 0x0000000004b61ec0 ***” and “Signal 11 caught”. can’t get a GDB backtrace.

What should I do now?

Hey -

I’ve tested the release branch and created an empty project without starter content. After it launched I was able to click the Play button without a crash. If you are crashing in a blank project without starter content you may want to try rebuilding the engine to make sure there were no issues during the install process.

Cheers

the editor continues to crash with a signal 11 caught message.
However, I did find something “interesting”: using the regular vehicle template for the project doesn’t crash the editor once the ‘Play’ button is pressed, instead, the editor crashes a few moments after hitting ESC to release the mouse pointer from the main view

Hey -

What OS are you running on? Can you also list your hardware specs and drivers? The information in the hwinfo pastebin you posted is no longer available. Additionally, can you try to run under gdb to get a callstack as there doesn’t appear to be a crash in the file you originally posted.

openSUSE 13.2, NVIDIA Driver version 346.72
the hwinfo info is here: http://pastebin.com/dvrfe5S0 (it wasn’t deleted)
Cannot get any kind of gdb backtrace, seeing as the editor restarts/spawns new child process, or in the words of gdb “No stack.”

Hey -

I apologize for the delayed response. Are you still having issues with crashing on Play in 4.8.2? Additionally, what distro are you using on your machine (Ubuntu, Mint, etc.)? Are you using the Git plugin? If so does the crash occur if you disable Git?

No, openSUSE. what git plugin?
UE4Editor now segfaults on shutdown.

This should be easier to catch in gdb. Notabene some crashes on exit (e.g. within Qt library if you’re using qt4/qt5 LND backend) are known.

Hi, I’m experiencing the same issue on Unreal Editor 4.12, from branch origin/4.12

My system:
Fedora 24 x64

Stdout from the crash:

[2016.09.21-23.11.48:765][989]LogWorld: Bringing up level for play took: 1.025696
[2016.09.21-23.11.49:466][989]LogContentBrowser: Native class hierarchy updated for ‘MovieSceneCapture’ in 0.0013 seconds. Added 11 classes and 0 folders.
[2016.09.21-23.11.49:469][989]PIE: Info Play in editor start time for /Game/UEDPIE_0_Kruszwica 2.018
[2016.09.21-23.11.49:486][989]LogAudioDerivedData:Display: Building compressed audio format OGG wave PossessPlayer…
[2016.09.21-23.12.02:028][308]LogEditorViewport: Clicking on Actor (LMB): Landscape (Landscape)
[2016.09.21-23.12.22:693][664]LogAudioDerivedData:Display: Building compressed audio format OGG wave EndPlayInEditor…
[2016.09.21-23.12.22:752][664]LogAudioDerivedData:Display: Building compressed audio format OGG wave EndSimulate…
[2016.09.21-23.12.22:826][664]LogALAudio: Closing ALAudio device : OpenAL Soft
Signal 11 caught.
Malloc Size=131076 LargeMemoryPoolOffset=131092
CommonLinuxCrashHandler: Signal=11
Malloc Size=65535 LargeMemoryPoolOffset=196655
Segmentation fault

gdb revealed something similar to @1asdf case:
corrupted double-linked list:

Is there any progress in this matter? I’ll provide more debug data if needed.

Thanks,

Hey sireliah-

There should be a line in your terminal output after the crash that starts with `[2016.09.22-

Hi, that’s the way to reproduce the bug:

  1. Open the UE4Editor binary,

  2. Choose the project and load it,

  3. Hit “Compile” or “Play” (In the case of Play, the crash happens when you exit the Play mode)

It happens in all types of projects: either c++ or blueprints.I tried to recompile the editor using different branches (propoted, release, 4.12), but it doesn’t seem to be related.

Here’s the output from compiling my project:

[sir@Utnapisztim ~]$ [2016.09.23-17.19.03:581][373]Recompiling PopielTower...
[2016.09.23-17.19.03:581][373]Building UnrealBuildTool...
[2016.09.23-17.19.03:581][373]Building UnrealBuildTool in /home/sir/Aktywatory/UnrealEngine/...
[2016.09.23-17.19.03:581][373]Running: /bin/bash "/home/sir/Aktywatory/UnrealEngine/Engine/Build/BatchFiles/Linux/RunXBuild.sh" /property:Configuration=Development /property:TargetFrameworkVersion=v4.0 /home/sir/Aktywatory/UnrealEngine/Engine/Source/Programs/UnrealBuildTool/UnrealBuildTool.csproj
[2016.09.23-17.19.03:581][373]LogHAL: FLinuxPlatformProcess::CreateProc: '/bin/bash "/home/sir/Aktywatory/UnrealEngine/Engine/Build/BatchFiles/Linux/RunXBuild.sh" /property:Configuration=Development /property:TargetFrameworkVersion=v4.0 /home/sir/Aktywatory/UnrealEngine/Engine/Source/Programs/UnrealBuildTool/UnrealBuildTool.csproj'
[2016.09.23-17.19.03:581][373]LogHAL: FLinuxPlatformProcess::CreateProc: spawned child 3005

Running XBuild...

~/Aktywatory/UnrealEngine/Engine ~
[2016.09.23-17.19.04:381][373]LogHAL: Child 3005's return code is 0.
[2016.09.23-17.19.04:381][373]Launching UnrealBuildTool... [/home/sir/Aktywatory/UnrealEngine/Engine/Binaries/DotNET/UnrealBuildTool.exe PopielTower -ModuleWithSuffix PopielTower 5316 Linux Development -editorrecompile -canskiplink "/home/sir/Dokumenty/UnrealProjects/PopielTower/PopielTower.uproject"  -progress]
[2016.09.23-17.19.04:382][373]LogHAL: FLinuxPlatformProcess::CreateProc: '/bin/bash "/home/sir/Aktywatory/UnrealEngine/Engine/Build/BatchFiles/Linux/RunMono.sh" "/home/sir/Aktywatory/UnrealEngine/Engine/Binaries/DotNET/UnrealBuildTool.exe" PopielTower -ModuleWithSuffix PopielTower 5316 Linux Development -editorrecompile -canskiplink "/home/sir/Dokumenty/UnrealProjects/PopielTower/PopielTower.uproject"  -progress'
[2016.09.23-17.19.04:392][373]LogHAL: FLinuxPlatformProcess::CreateProc: spawned child 3011
[2016.09.23-17.19.04:393][373]Warning: Starting HotReload took  0.8s.
Signal 11 caught.
Malloc Size=131076 LargeMemoryPoolOffset=131092 
CommonLinuxCrashHandler: Signal=11
Malloc Size=65535 LargeMemoryPoolOffset=196655 

and from Play on clean blueprint project:

[sir@Utnapisztim ~]$ [2016.09.23-17.36.23:099][421]LogPlayLevel: PlayLevel: No blueprints needed recompiling
[2016.09.23-17.36.23:107][421]PIE: New page: PIE session: Untitled_1 (Sep 23, 2016, 9:36:23 PM)
[2016.09.23-17.36.23:107][421]LogPlayLevel: Creating play world package: /Temp/UEDPIE_0_Untitled_1
[2016.09.23-17.36.23:110][421]LogPlayLevel: PIE: StaticDuplicateObject took: (0.002653s)
[2016.09.23-17.36.23:110][421]LogAIModule: Creating AISystem for world Untitled_1
[2016.09.23-17.36.23:111][421]LogPlayLevel: PIE: World Init took: (0.000926s)
[2016.09.23-17.36.23:111][421]LogPlayLevel: PIE: Created PIE world by copying editor world from /Temp/Untitled_1.Untitled_1 to /Temp/UEDPIE_0_Untitled_1.Untitled_1 (0.003900s)
[2016.09.23-17.36.23:139][421]LogALAudio: ALAudio device opened : OpenAL Soft
[2016.09.23-17.36.23:140][421]LogALAudio: AL_VENDOR      : OpenAL Community
[2016.09.23-17.36.23:140][421]LogALAudio: AL_RENDERER    : OpenAL Soft
[2016.09.23-17.36.23:140][421]LogALAudio: AL_VERSION     : 1.1 ALSOFT 1.15.1
[2016.09.23-17.36.23:140][421]LogALAudio: AL_EXTENSIONS  : AL_EXT_ALAW AL_EXT_DOUBLE AL_EXT_EXPONENT_DISTANCE AL_EXT_FLOAT32 AL_EXT_IMA4 AL_EXT_LINEAR_DISTANCE AL_EXT_MCFORMATS AL_EXT_MULAW AL_EXT_MULAW_MCFORMATS AL_EXT_OFFSET AL_EXT_source_distance_model AL_LOKI_quadriphonic AL_SOFT_buffer_samples AL_SOFT_buffer_sub_data AL_SOFTX_deferred_updates AL_SOFT_direct_channels AL_SOFT_loop_points AL_SOFT_source_latency
[2016.09.23-17.36.23:140][421]LogInit: FAudioDevice initialized.
[2016.09.23-17.36.23:180][421]LogWorld: Game class is 'GameMode'
[2016.09.23-17.36.23:190][421]LogWorld: Bringing World /Temp/UEDPIE_0_Untitled_1.Untitled_1 up for play (max tick rate 0) at 2016.09.23-19.36.23
[2016.09.23-17.36.23:191][421]LogWorld: Bringing up level for play took: 0.009332
[2016.09.23-17.36.23:658][421]LogContentBrowser: Native class hierarchy updated for 'MovieSceneCapture' in 0.0005 seconds. Added 11 classes and 0 folders.
[2016.09.23-17.36.23:662][421]PIE: Info Play in editor start time for /Temp/UEDPIE_0_Untitled_1 0.563
[2016.09.23-17.36.25:366][523]LogALAudio: Closing ALAudio device : OpenAL Soft
Signal 11 caught.
Malloc Size=131076 LargeMemoryPoolOffset=131092 
CommonLinuxCrashHandler: Signal=11
Malloc Size=65535 LargeMemoryPoolOffset=196655 

Output from gdb:

[New Thread 0x7fff793ff700 (LWP 3830)]
[New Thread 0x7fffaa97d700 (LWP 3831)]
[Thread 0x7fff4bfff700 (LWP 3826) exited]
[2016.09.23-17.41.44:856][816]LogALAudio: Closing ALAudio device : OpenAL Soft
[Thread 0x7fff9d7ff700 (LWP 3825) exited]
UE4Editor: intel_bufmgr_gem.c:1384: drm_intel_gem_bo_unreference_locked_timed: Assertion `atomic_read(&bo_gem->refcount) > 0' failed.

Thread 28 "UE4Editor" received signal SIGSEGV, Segmentation fault.
[Switching to Thread 0x7fff9c1d2700 (LWP 3778)]
MixDirect_SSE (params=<optimized out>, data=0xc299c0, srcchan=<optimized out>, OutPos=0, SamplesToDo=2, BufferSize=2) at /home/rcl/build/2014-09018/openal-soft-1.15.1/Alc/mixer_sse.c:162

Details of my system (maybe something related, I guess):

kernel: Linux 4.7.3-200.fc24.x86_64

clang: 3.5.0

gcc:6.1.1 20160621 (Red Hat 6.1.1-3) (GCC)

mono: 4.2.4

graphic card: Nvidia Geforce 940m / Intel(R) HD Graphics 5500 (optimus)

graphic driver: Mesa 12.0.2

Hey sireliah-

I couldn’t find the 12.0.2 drivers you mentioned (Release Notes — The Mesa 3D Graphics Library latest documentation ). Can you try reverting your graphic drivers and/or try using the latest non-beta NVidia drivers for your card, and let me know if you have the same issue?

I just wanted to mention that I’m getting the same error on the linux editor after attempting to add a widget. Everything seems to work fine until I attempt to add a widget and widget C++ source code. Everything compiles fine in the editor but crashes after about a minute of playing. This happens in an empty project and first person project after trying to add a widget. I’m using unreal engine 4.15

I just wanted to mention that I’m getting the same error on the linux editor after attempting to add a widget. Everything seems to work fine until I attempt to add a widget and widget C++ source code. Everything compiles fine in the editor but crashes after about a minute of playing. This happens in an empty project and first person project after trying to add a widget. I’m using unreal engine 4.15

Hey HeavenlyGamesBoss-

Can you provide the reproduction steps that cause this in a new project? You mention adding a widget as well as source code - does the issue occur with only a new widget added to the viewport or is a custom User Widget class necessary for the crash to occur? If code is necessary, can you provide the code you added to your class? Does the crash occur with an empty widget and, if not, what did you add to the widget itself? Additionally, please provide the callstack from the crash for additional information.