Unreal Editor Crashes When Clicking "Play" (OS X)

I am working on the Pong 2d Tutorial (A new, community-hosted Unreal Engine Wiki - Announcements - Epic Developer Community Forums) .

When I click Play or Play from here the editor crashes.

I am using Unreal Editor 4.12.3 and OS X 10.11.4

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Below is the Crash Log:

MachineId:AC35A8AD0F48DC5093F6C4AACDBC38F7
EpicAccountId:31b13c49b5e54d3bb0efc8f1de03c7f5

SEGV_MAPERR at 0x3

FGenericPlatformMisc::RaiseException(unsigned int) Address = 0x10a69d74b [/Users/build/Build/++UE4+Release-4.12+Compile/Sync/Engine/Source/Runtime/Core/Private/GenericPlatform/GenericPlatformMisc.cpp, line 293] [in UE4Editor-Core.dylib]
FOutputDeviceMacError::Serialize(wchar_t const*, ELogVerbosity::Type, FName const&) Address = 0x10a83f4e6 [/Users/build/Build/++UE4+Release-4.12+Compile/Sync/Engine/Source/Runtime/Core/Private/Mac/MacPlatformOutputDevices.cpp, line 93] [in UE4Editor-Core.dylib]
FOutputDevice::Logf(wchar_t const*, …) Address = 0x10a8f6f27 [/Users/build/Build/++UE4+Release-4.12+Compile/Sync/Engine/Source/Runtime/Core/Private/Misc/OutputDevice.cpp, line 154] [in UE4Editor-Core.dylib]
FDebug::AssertFailed(char const*, char const*, int, wchar_t const*, …) Address = 0x10a8f24c4 [Runtime/Core/Public/Containers/ContainerAllocationPolicies.h, line 484] [in UE4Editor-Core.dylib]
UObject::Rename(wchar_t const*, UObject*, unsigned int) Address = 0x10b397be4 [Runtime/Core/Public/Containers/ContainerAllocationPolicies.h, line 484] [in UE4Editor-CoreUObject.dylib]
AActor::Rename(wchar_t const*, UObject*, unsigned int) Address = 0x10c122c5d [/Users/build/Build/++UE4+Release-4.12+Compile/Sync/Engine/Source/Runtime/Engine/Private/Actor.cpp, line 763] [in UE4Editor-Engine.dylib]
ABounds::BeginPlay() Address = 0x1c360b863 [/Users/dlw/projects/pong/Source/pong/Bounds.cpp, line 43] [in UE4Editor-pong-1349.dylib]
AActor::PostActorConstruction() Address = 0x10c13c142 [/Users/build/Build/++UE4+Release-4.12+Compile/Sync/Engine/Source/Runtime/Core/Public/Stats/.h, line 1537] [in UE4Editor-Engine.dylib]
AActor::FinishSpawning(FTransform const&, bool, FComponentInstanceDataCache const*) Address = 0x10c137be1 [/Users/build/Build/++UE4+Release-4.12+Compile/Sync/Engine/Source/Runtime/Core/Public/Stats/.h, line 1537] [in UE4Editor-Engine.dylib]
AActor::PostSpawnInitialize(FTransform const&, AActor*, APawn*, bool, bool, bool) Address = 0x10c1361bc [/Users/build/Build/++UE4+Release-4.12+Compile/Sync/Engine/Source/Runtime/Engine/Private/Actor.cpp, line 2695] [in UE4Editor-Engine.dylib]
UWorld::SpawnActor(UClass*, FTransform const*, FActorSpawnParameters const&) Address = 0x10ccb2965 [/Users/build/Build/++UE4+Release-4.12+Compile/Sync/Engine/Source/Runtime/CoreUObject/Public/UObject/UObjectArray.h, line 226] [in UE4Editor-Engine.dylib]
UWorld::SpawnActor(UClass*, FVector const*, FRotator const*, FActorSpawnParameters const&) Address = 0x10ccb37f9 [/Users/build/Build/++UE4+Release-4.12+Compile/Sync/Engine/Source/Runtime/Engine/Private/LevelActor.cpp, line 266] [in UE4Editor-Engine.dylib]
APongGameMode::StartPlay() Address = 0x1c360e5e1 [/Users/dlw/projects/pong/Source/pong/PongGameMode.cpp, line 42] [in UE4Editor-pong-1349.dylib]
UWorld::BeginPlay() Address = 0x10d99365e [/Users/build/Build/++UE4+Release-4.12+Compile/Sync/Engine/Source/Runtime/Engine/Private/World.cpp, line 3218] [in UE4Editor-Engine.dylib]
UGameInstance::StartPIEGameInstance(ULocalPlayer*, bool, bool, bool) Address = 0x10ca0657c [/Users/build/Build/++UE4+Release-4.12+Compile/Sync/Engine/Source/Runtime/Engine/Private/GameInstance.cpp, line 293] [in UE4Editor-Engine.dylib]
UEditorEngine::CreatePIEGameInstance(int, bool, bool, bool, bool, float) Address = 0x11349ebea (filename not found) [in UE4Editor-UnrealEd.dylib]
UEditorEngine::PlayInEditor(UWorld*, bool) Address = 0x113492b34 (filename not found) [in UE4Editor-UnrealEd.dylib]
UEditorEngine::StartQueuedPlayMapRequest() Address = 0x11347f114 (filename not found) [in UE4Editor-UnrealEd.dylib]
UEditorEngine::Tick(float, bool) Address = 0x112bb6c95 (filename not found) [in UE4Editor-UnrealEd.dylib]
UUnrealEdEngine::Tick(float, bool) Address = 0x1139b09b7 (filename not found) [in UE4Editor-UnrealEd.dylib]
FEngineLoop::Tick() Address = 0x10a5d02b4 (filename not found) [in UE4Editor]
GuardedMain(wchar_t const*) Address = 0x10a5d84ff (filename not found) [in UE4Editor]
-[UE4AppDelegate runGameThread:] Address = 0x10a5e8edc (filename not found) [in UE4Editor]
-[FCocoaGameThread main] Address = 0x10a80d776 [/Users/build/Build/++UE4+Release-4.12+Compile/Sync/Engine/Source/Runtime/Core/Private/Mac/CocoaThread.cpp, line 368] [in UE4Editor-Core.dylib]
Unknown() Address = 0x7fff99d00d64 (filename not found) [in Foundation]
_pthread_body Address = 0x7fff8c57e99d (filename not found) [in libsystem_pthread.dylib]
_pthread_body Address = 0x7fff8c57e91a (filename not found) [in libsystem_pthread.dylib]
thread_start Address = 0x7fff8c57c351 (filename not found) [in libsystem_pthread.dylib]

Hi Grundel,

This tutorial was written by a community member and was written for UE4.8, hence, we do not officially support it. Also there this could be caused by a number of errors that are not specifically spelled out on our Crash Reporter data.

However, if you would like to send me the project as well as state what step you are on, I’ll be happy to take a look and see if we can determine the cause of the crash. You can send the project to me as a link to a zip file in a private message to me on our .

-.

Thanks for the reply. I sent you a PM on the with a link to the zip.

I’ve also confirmed that Unreal Editor crashes on Windows 10 under the same circumstances. It didn’t give me a crash log like OS X did.

I looked over this with a another member of the team and we came to the conclusion the crash is caused by an error in the code or the code is outdated for UE4.12, having been originally written for 4.8.

This can be tested by taking the final source files available at the end of the turorial and adding them to a new UE4.12 project and/or a 4.8 version of the editor and see if it they cause a crash.

Point of interest, when doing a map check we found an error: LeftPaddle MovementComp::LeftPaddle is obsolete and must be removed (Class is abstract) -so this apparently supports that the code is outdated or you have not complete the tutorial to the end, where more code might be added to Paddle.h. later.

Ultimately, this Crash is caused by a problem with the code itself and not with this version of the Engine per se. In addition to narrowing this down, I hope we’ve helped get you pointed in the right direction of troubleshooting the issue for yourself.

Yes, I saw the map check error - unfortunately I don’t have the programming chops to understand/deal with it yet.

Should a C++ code error really crash the entire Editor, though? It seems that the Editor should show a warning that the game can’t be played in it’s current state, not crash the entire program to the desktop.

Regarding your first question, you can compare your code to the source code to look for errors. As for your second question, you can create things in code that the editor does not know how to handle (an unhandled error, for instance, like an infinite loop) that results in a crash. On the other hand, if you “code” something within the confines of the editor itself (ie Blueprints) then yes, it should throw out a warning and not crash.