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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: http://pastebin.com/XYj3nCdn (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"

Product Version: UE 4.8
Tags:
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asked Jun 25 '15 at 11:33 PM in Bug Reports

avatar image

1sadf
0 1 2 3

avatar image Doug E ♦♦ STAFF Jun 26 '15 at 08:05 PM

Hey 1sadf-

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

Doug Wilson

avatar image 1sadf Jun 26 '15 at 08:17 PM

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

avatar image HeavenlyGamesBoss Mar 29 '17 at 09:26 PM

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

avatar image Doug E ♦♦ STAFF Mar 30 '17 at 11:57 AM

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.

avatar image HeavenlyGamesBoss Apr 10 '17 at 04:19 PM

Its super easy to reproduce. All I have to do is create a widget, uncomment the UMG line in the C# file to use UMG source, and compile. I don't know if it makes any difference if its from inside the editor or not. It doesn't seem to matter. I have done a complete workspace recompile in CodeLite and running it will still crash the editor. It will load but when I try to run it, it will crash saying that it caught a signal -11. I even reversed all the changes before I added anything to my project that resulted in a crash and did a full rebuild of the entire workspace again in CodeLite and got the same issue. The tutorial does not have me add changes to the source. I do all the changes graphically in the UMG editor after making a blueprint out of it.

avatar image Doug E ♦♦ STAFF Apr 10 '17 at 05:37 PM

Hey HeavenlyGamesBoss-

What c# file are you referring to and what UMG line are you uncommenting? If this does reproduce easily for you, can you also provide the callstack and project logs from the crash for additional information?

avatar image HeavenlyGamesBoss Apr 11 '17 at 02:46 AM

I can't seem to open the core dump file which looks like a text file or the crash report. The crash report looks like an executable. I don't know how to get the callstack from codelite.

avatar image HeavenlyGamesBoss Apr 11 '17 at 01:42 PM

Hey, I just got a similar error for something else. Maybe my problem is not limited to just UMG's? I got this editor crash using GEngine->AddOnScreenDebugMessage(). I tried to copy the dump and stack trace to here but it says its too many characters. I tried to attach a document and it said that my attachment was not the right type. How do I give you the stuff you are asking me to give you?

avatar image HeavenlyGamesBoss Apr 12 '17 at 08:48 PM

Hey Doug. Thanks for the support. I just wanted to let you know that I think that C# file that contains the line I uncomment only appears if I create a Widget. Because of how widgets seem to auto-crash my apps, I'm hesitant to add any widget.

avatar image Doug E ♦♦ STAFF Apr 11 '17 at 03:01 PM

If you launch the project/editor from the terminal, the callstack should appear in the terminal output after the crash occurs. As for the dump file and crash report, sending the files themselves should be helpful. Additionally, what C# file are you editing when you say to "uncomment the UMG line"?

avatar image Doug E ♦♦ STAFF Apr 11 '17 at 03:11 PM

You can change the file type of the file to .txt to convert to a text file and then upload it. Please include what the original filetype was so that I can correctly convert it back.

As for the GEngine line, this may have caused an expected crash depending on when it was used/called. If you added that to the constructor of a class then the crash would be expected since GEngine would be null. It would be best to add an if(GEngine) line before you call AddOnScreenDebugMessage() to ensure that GEngine is properly set.

avatar image HeavenlyGamesBoss Apr 11 '17 at 03:56 PM

I did check for if(GEngine) GEngine->AddOnScreenDebugMessage();

I think the issue is trying to find the name of AActor by using: UGameplayStatics::GetPlayerCharacter(GetWorld(), 0))->GetName().

It crashes on this line. I am attaching the other things as a .txt file.link text I saved it as a .txt file.

avatar image Doug E ♦♦ STAFF Apr 11 '17 at 05:31 PM

Again, this would depend on where this call is being made as the GetWorld() call will cause a crash if it is null and should be protected behind an if(GetWorld()) check. If you can provide a sample project that is demonstrating the crash you're seeing it will help me investigate the issue locally.

avatar image HeavenlyGamesBoss Apr 12 '17 at 09:12 AM

The GetWorld thing is something I'm working on now personally. I'm more interested in why making C++ based UMGs crashing my editor on play and then making them unloadable after that. I think I sent you a text file of a project that i can't even open now since attempting to add a UMG score keeper. I have an entire file folder of crash reports in my binary directory. The error reports say that all my fatal errors seem to have something to do with not being able to write to memory.

avatar image Doug E ♦♦ STAFF Apr 12 '17 at 04:29 PM

The file that you attached appear to just be the crash report and callstack, There is no project attached. As far as reproducing the issue, I'm still not sure what you mean by "uncomment the UMG line in the C# file to use UMG source". What C# file are you referring to and what UMG are you referring to? If you can reproduce this in a new project, please zip the project folder and attach it.

avatar image HeavenlyGamesBoss Apr 12 '17 at 04:57 PM

Oh, you want the entire project. I thought you just wanted the call stack and crash report. Will all that upload zipped? It will be large.

avatar image Doug E ♦♦ STAFF Apr 12 '17 at 06:17 PM

The callstack helped identify a possible memory leak with the "failed to write to memory" error as you mentioned. To debug further I would need to know exactly what is happening in your case. This is why having a copy of the project or the exact steps (which C# file and UMG line) will help me see what is happening.

If you delete the Intermediate and Saved folders from the project before zipping, it will reduce the file size when uploaded.

avatar image HeavenlyGamesBoss Apr 12 '17 at 06:57 PM

Okay, I'm attaching it to this. I'm thinking that this problem is just part of a lot larger issue because I keep getting this same error over and over with other things. This same error is a problem with experimenting with UGameplayStatics::GetPlayerCharacter(GetWorld(), 0). I'm working on a tutorial where this is compared to an AActor object to react differently to a collision based on the type of object collided into. Unreal correctly detects the collision and destroys the object that detects itself being collided into but it never enters a subroutine where entering it depends on AActor being equal to UGameplayStatics::GetPlayerCharacter(GetWorld(), 0). I got it to work following the tutorial exactly but can't get it to work with my custom source code. I'm thinking if you find this that this will probably help fix something that seems like a larger problem for linux people.

I can't upload my project. The max size is 5mb and my project is just over 1gb zipped. I have to send it some other way.

avatar image Doug E ♦♦ STAFF Apr 12 '17 at 08:40 PM

If you upload the project somewhere (such as google drive) you can send a download link for the project. If privacy is a concern, you can send the download link to me through a PM on the forums: https://forums.unrealengine.com/private.php?do=newpm&u=14493

avatar image Doug E ♦♦ STAFF Apr 13 '17 at 03:53 PM

Thank you for the sample project. Looking at the code for MainGameMode, the if (NewWidgetClass != nullptr) is returning false because NewWidgetClass is never set. If you set StartingWidgetClass in your game mode, then you should avoid the crash entirely.

avatar image HeavenlyGamesBoss Apr 13 '17 at 04:12 PM

Thanks. :-) I'm surprised that something in my code is making the editor crash and not load. Why would some code in my project, where a null pointer is checked for, cause the Unreal Editor to crash? Is there a way to program safer to keep the editor from crashing? Is there a safe mode for the editor to load the editor with a generic empty project or something to give me a chance to change your project using the graphical editor?

avatar image HeavenlyGamesBoss Apr 13 '17 at 04:19 PM

Thank you for your help. :-). I'm surprised that even something that is checked for a null pointer is causing the editor to crash on loading. Is there a way to develop my code to make sure the editor loads? Is there a way to load the editor in safe mode that will load the editor for a project with minimal editor settings to make changes graphically?

avatar image Doug E ♦♦ STAFF Apr 13 '17 at 04:31 PM

if (NewWidgetClass != nullptr) says "if NuewWidgetClass is not null, then execute the following code. Because StartingWidgetClass is never set, this call fails because NewWidgetClass is in fact null. When you try to call Load() on your GameWidget object, it was never created which is what causes the null reference crash.

avatar image HeavenlyGamesBoss Apr 16 '17 at 08:32 AM

Is this a bug because I think that the code you're referring to is auto-generated by Unreal.

avatar image Doug E ♦♦ STAFF Apr 17 '17 at 06:41 PM

This is not a bug. The code I'm referring to was added to the MainGameMode.cpp file in the custom ChangeMenuWidget() function.

avatar image HeavenlyGamesBoss Apr 18 '17 at 02:32 PM

How did you find the error? Is there some special way to detect Unreal Engine's problems with the way I write code? I keep running into the same issue of my editor crashing on loading even though compiling in my C++ editor says there are no errors. The only error I get is the very vague error writing to memory error that doesn't tell me anything. I am guessing my new issue is some kind of special Unreal Editor error that only causes Unreal to crash. It doesn't seem to matter if clean the make files and completely rebuild. Is there a special error log that tracks Unreal Engine's warnings or errors that my C++ editor doesn't catch? Can I set a flag to write to some kind of special log so I can fix my own errors?

avatar image Doug E ♦♦ STAFF Apr 18 '17 at 03:05 PM

Visual Studio will catch any issue that causes the compile to fail, not necessarily an issue in how the logic of the code functions. The issue in this case was a null reference; while the code was correct as it was written, attempting to use it causes issues with the object being referenced doesn't exist. There is no special log for errors.

As for finding the error itself, I ran through Visual Studio debug mode and caused the crash to occur with pointed to ScoreText inside the UGameWidget::Load() function. Following functions calls ("what is calling UGameWidget::Load()") I found AMainGameMode::BeginPlay() calls ChangeMenuWidget() before calling Load(). This is where I found the if (NewWidgetClass != nullptr) and checked in the editor what the value was set to.

avatar image HeavenlyGamesBoss Apr 18 '17 at 03:15 PM

Okay. I don't have visual studio though. I can't use it either because I only use Ubuntu 16 as my OS. Is there a way to duplicate this error catching with any other linux C++ IDE like CodeLite? When I try to run the project from the IDE, I get errors about needing a visual context.

avatar image Doug E ♦♦ STAFF Apr 18 '17 at 03:47 PM

When you run the project through the IDE, it will attempt to launch the editor. If you don't have a visual interface, the editor may not be able to launch.

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3 answers: sort voted first

Hey 1sadf-

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.

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answered Jun 26 '15 at 08:48 PM

avatar image 1sadf Jun 27 '15 at 10:44 AM

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

avatar image 1sadf Jun 30 '15 at 10:06 PM

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?

avatar image Doug E ♦♦ STAFF Jul 01 '15 at 09:25 PM

Hey 1sadf-

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

Doug Wilson

avatar image 1sadf Jul 01 '15 at 10:11 PM

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

avatar image Doug E ♦♦ STAFF Jul 02 '15 at 02:43 PM

Hey 1sadf-

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.

avatar image 1sadf Jul 02 '15 at 04:01 PM

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."

avatar image Doug E ♦♦ STAFF Jul 21 '15 at 03:35 PM

Hey 1sadf-

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?

avatar image 1sadf Jul 21 '15 at 05:01 PM

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

avatar image RCL STAFF Jul 21 '15 at 05:06 PM

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.

avatar image sireliah Sep 21 '16 at 11:25 PM

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,

avatar image Doug E ♦♦ STAFF Sep 22 '16 at 12:51 PM

Hey sireliah-

There should be a line in your terminal output after the crash that starts with [2016.09.22-12.23.43:690][240]LogLinux: === Critical error: ===. Could you provide the full callstack from this line to the bottom of the terminal window after the crash occurs? Are you able to reproduce the crash in a new project? If so, was it simply from creating the project and pressing play or were there other steps involved? If there are other setup steps, please include the steps taken to help me reproduce the crash on my end.

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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

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answered Sep 23 '16 at 05:48 PM

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sireliah
1 1

avatar image Doug E ♦♦ STAFF Sep 26 '16 at 09:04 PM

Hey sireliah-

I couldn't find the 12.0.2 drivers you mentioned (http://www.mesa3d.org/relnotes.html ). 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?

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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

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answered Mar 29 '17 at 09:24 PM

avatar image

HeavenlyGamesBoss
53 2 5 6

avatar image Test-Subject Apr 09 '17 at 07:44 PM

having the same issue trying to use the AirSim plugin (see github). Once I change the GameModeOverride to SimGameMode (the plugin feature) and cannot save, compile, build or play.

avatar image Michael Hart Apr 10 '17 at 03:47 AM

I have UE4 4.15.1 and cannot replicate the problem

avatar image Michael Hart Apr 10 '17 at 03:49 AM

I have UE4 version 4.15.1 running build from source and running under openSuSE Tumbleweed with Linux kernel 4.10.x and cannot replicate the problem as described ... perhaps you should upgrade to the latest release

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