Search in
Sort by:

Question Status:

Search help

  • Simple searches use one or more words. Separate the words with spaces (cat dog) to search cat,dog or both. Separate the words with plus signs (cat +dog) to search for items that may contain cat but must contain dog.
  • You can further refine your search on the search results page, where you can search by keywords, author, topic. These can be combined with each other. Examples
    • cat dog --matches anything with cat,dog or both
    • cat +dog --searches for cat +dog where dog is a mandatory term
    • cat -dog -- searches for cat excluding any result containing dog
    • [cats] —will restrict your search to results with topic named "cats"
    • [cats] [dogs] —will restrict your search to results with both topics, "cats", and "dogs"

[Closed] iOS: Critical error when cooking video files


I'm having a strange problem when i try to package my game for iOS with videos, using a Mac. The editor initiates another process to cook the assets, opening a console window which shows the cook log and progress, but when it comes the time to cook the movie asset, this second process crashes. The building process continues as if nothing happened, but most of the assets do not get cooked.

Upon looking into the cook log i found this line:

 [2016.04.15-19.37.08:730][  0]LogMac: === Critical error: ===
 SIGSEGV: invalid attempt to access memory at address 0x30
 [2016.04.15-19.37.08:730][  0]LogMac: UMediaTexture::InitializeTrack() Address = 0x74030ae  (filename not found) [in UE4Editor-MediaAssets.dylib]
 TBaseUObjectMethodDelegateInstance<false, UMediaTexture, void ()>::ExecuteIfSafe() const Address = 0x740e597  (filename not found) [in UE4Editor-MediaAssets.dylib]
 TBaseMulticastDelegate<void>::Broadcast() const Address = 0x7405894  (filename not found) [in UE4Editor-MediaAssets.dylib]
 TBaseUObjectMethodDelegateInstance<false, UMediaPlayer, void ()>::ExecuteIfSafe() const Address = 0x740d8d7  (filename not found) [in UE4Editor-MediaAssets.dylib]
 TBaseMulticastDelegate<void>::Broadcast() const Address = 0x31a08f84 (filename not found) [in UE4Editor-AvfMedia.dylib]
 invocation function for block in FAvfMediaPlayer::Open(FString const&) Address = 0x31a060f5 (filename not found) [in UE4Editor-AvfMedia.dylib]
 invocation function for block in PerformBlockOnThread(FCocoaRunLoopSource&, void () block_pointer, NSArray*, NSString*, bool) Address = 0x123af60  (filename not found) [in UE4Editor-Core.dylib]
 FCocoaRunLoopSource::Process(__CFString const*) Address = 0x1253ac6  (filename not found) [in UE4Editor-Core.dylib]
 -[FCocoaRunLoopSourceInfo perform] Address = 0x12297a9  (filename not found) [in UE4Editor-Core.dylib]
 __CFRUNLOOP_IS_CALLING_OUT_TO_A_SOURCE0_PERFORM_FUNCTION__() Address = 0x90bd1a01 (filename not found) [in CoreFoundation]
 __CFRunLoopDoSources0() Address = 0x90bc3b8d (filename not found) [in CoreFoundation]
 __CFRunLoopRun() Address = 0x90bc31bf (filename not found) [in CoreFoundation]
 CFRunLoopRunSpecific() Address = 0x90bc2bd8 (filename not found) [in CoreFoundation]
 ProcessGameThreadEvents() Address = 0x1229ff6  (filename not found) [in UE4Editor-Core.dylib]
 FMacPlatformMisc::PumpMessages(bool) Address = 0x12c109e  (filename not found) [in UE4Editor-Core.dylib]
 UCookCommandlet::ProcessDeferredCommands() Address = 0x91471bc  (filename not found) [in UE4Editor-UnrealEd.dylib]
 UCookCommandlet::NewCook(TArray<ITargetPlatform*, FDefaultAllocator> const&, TArray<FString, FDefaultAllocator>&) Address = 0x914f4c9  (filename not found) [in UE4Editor-UnrealEd.dylib]
 UCookCommandlet::Main(FString const&) Address = 0x914a2ab  (filename not found) [in UE4Editor-UnrealEd.dylib]
 FEngineLoop::PreInit(wchar_t const*) Address = 0x107eca1  (filename not found) [in UE4Editor]
 GuardedMain(wchar_t const*) Address = 0x108f224  (filename not found) [in UE4Editor]
 -[UE4AppDelegate runGameThread:] Address = 0x109ee83  (filename not found) [in UE4Editor]
 -[FCocoaGameThread main] Address = 0x1229a3b  (filename not found) [in UE4Editor-Core.dylib]
 __NSThread__main__() Address = 0x9b4bde92 (filename not found) [in Foundation]
 _pthread_body() Address = 0x9be6905a (filename not found) [in libsystem_pthread.dylib]
 _pthread_body() Address = 0x9be68fd7 (filename not found) [in libsystem_pthread.dylib]
 thread_start() Address = 0x9be663ed (filename not found) [in libsystem_pthread.dylib]

The full log is included as an attachment. I already tried many times to:

  • Change the video file format

  • Rebuild the project

  • Eliminate "Intermediate" and "Saved" folders

  • Recompile everything

  • Fix all redirectors and other missing references.

But nothing seems to work. Please if somebody could help, it'll be greatly appreaciated, i don't know what else i can do.

More info:

  • Unreal 4.10.4

  • Mac OS/X 10.10.5

  • XCode version 6.4

Cook Log

Product Version: UE 4.10
more ▼

asked Apr 14 '16 at 10:57 AM in Packaging & Deployment

avatar image

36 4 7 9

avatar image TiagoLing Apr 19 '16 at 12:41 PM

Bump! Please, if anyone from Epic could give a look into this - I really need this thing sorted out, even if the response is "it won't work".

Btw, i'm using Unreal for almost a year now and have never had a question answered so far...

(comments are locked)
10|2000 characters needed characters left
Viewable by all users

The question has been closed Aug 17 '16 at 09:20 PM by Steve Hardister for the following reason:

Problem is not reproducible or outdated

1 answer: sort voted first

Hi TiagoLing,

Due to the large volume of questions and comments concerning the Engine, we did not have a chance to respond to your post at the time you submitted it. However, if you are still interested, the following documentation describes Media Framework and why video files aren't working when packaging for iOS: Media Framework

Under "What is Media Framework" it states, "There is also a plug-in for MacOS, which uses Apple's AV Foundation, however it is currently quite limited but should work on iOS."

This was written for UE4.9 so some improvements have likely been made to the plug-in however, in any event, this is not built in functionality of the Engine and a third person plug-in will be required in order for this to work.

-Steve H.

more ▼

answered Aug 17 '16 at 09:20 PM

(comments are locked)
10|2000 characters needed characters left
Viewable by all users

Follow this question

Once you sign in you will be able to subscribe for any updates here

Answers to this question