Why app is receiving random signal 11?
I'm having an issue where my game is crashing at random intervals of time. It seems that the application is receiving a kill signal from the OS and I cannot seem to understand why. I am hoping you can assist me with this.
The bug appears in Android builds. Win64 does not seem to have this problem at all. Here are the logs seemingly related to the crash. Any help is very appreciated.
Best Regards, Tsuki
asked May 05 '16 at 12:52 AM in Packaging & Deployment
My apologies for not finishing up here. I ended up finding the issue.
I was using TAssetPtr as a means to safely retrieve asset references from blueprint derived objects in C++, and I was using a single FStreamableManager to load these assets.
In FStreamableManager's SimpleAsyncLoad and Synchronous it is stated that "a hard reference is made to the object", and is only released when "Unload" is called. This is not true, as the object gets garbage collected unless I create a proper counted reference to the loaded object (via UPROPERTY or TShared type). As TAssetPtr is a weak reference I found the problem the hard way as it suddenly became a nullptr.
I hope I'm explaining this in an understandable way. You can set this as resolved I suppose.
answered May 11 '16 at 07:33 PM
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