Project crashes on load when run using UE4 source project

Hi,

We have some weird crashes happening in our project. The crashes happen in the engine code. So in order to debug them, I tried running the project through the engine source project by passing the path of our project into the engine project. I’m running the engine project on OSX in XCode. I have the latest source for 4.8.1 and the project is built with the 4.8.1 engine binaries.

When I run the project through it’s own xcode project, I can load into the editor fine, but I get a crash when loading a specific map. However, when running through the engine source project, I get a crash while the editor’s loading, deep in the call stack usually in the FLocalizationManager in some lookup table.

This crash doesn’t happen when running the project editor as a stand alone or through the projects xcode project. I also noticed that when I try to view the FName of the object it’s trying to load, I see this error in the xcode log window:

Traceback (most recent call last):
File “/Users/Shared/UnrealEngine/4.8/Engine/Extras/LLDBDataFormatters/UE4DataFormatters.py”, line 72, in UE4FNameSummaryProvider
return ‘name=’ + Val
TypeError: cannot concatenate ‘str’ and ‘NoneType’ objects

I have tried running the same project with a blank map as the default map and the editor loads fine. So it’s definitely something in our map. But I haven’t the slightest clue as to how to track it down because the information we get from this crash is inconsistent.

I managed to get it working. After reading this post, Launching an iOS game from xcode - Programming & Scripting - Unreal Engine Forums, and seeing that the crash often landed on a call to IsDebuggerAttached, I upped to main thread stack size to 64 MB ( CocoaThread.cpp:457 ) and it fixed the issue. My question then, is what are the best practices for building objects that won’t blow up the stack? Is it having redirects, is it having multiple dependencies on an object?