[Closed] How do I use Unreal ATOS to apply symbols to my crash logs from ipad?
Hey there, I've been unable to debug crashes on my ipad for quite some time whenever there is a blueprint related crash. This results in my debug log being cut off midline without a stacktrace. But I do consistently have the ipad logs of what crashed. Unfortunately this seems to be stripped of symbols, and I cannot figure out how to actually use the UnrealATOS provided within the program directory of the source code. There also does not seem to be any documentation on how to use this tool either. The command line operation that I've been attempting to use is as follows:
I may be misunderstanding what I need to put into the UnrealATOS tool to actually get symbols out, so some guidance on how to actually use this tool and what files I need as a prerequisite would be fantastic.
asked Oct 28 '15 at 10:53 PM in Packaging & Deployment
The question has been closed Jul 01 '16 at 09:04 PM by Samantha Sutton for the following reason:
The question is answered, right answer was accepted
UnrealAtoS is a helper tool for the Mac Editor and Crash Report Client. I don't expect developers to use it directly.
For iOS applications like yours, where you have the dSYM for the build you can use Xcode's Organiser or the embedded 'symbolicatecrash' script to automatically symbolicate the whole crash log automatically. There's a reasonable write up of these methods here: https://iostechblog.wordpress.com/2013/08/28/symbolicating-crash-logs/
answered Nov 09 '15 at 11:21 AM
Follow this question
Once you sign in you will be able to subscribe for any updates here