Crash on game start

MachineId:C7DFA561FC4E1A1D0C3B1F9F3B62B72C
EpicAccountId:6d8b7e7a2c1e45818b3de6119f7f96a4

 SEGV_MAPERR at 0x4900000050

rml::internal::internalPoolMalloc(rml::internal::MemoryPool*, unsigned long) Address = 0x10c7e1732 (filename not found) [in UE4Editor-Core.dylib]
scalable_realloc Address = 0x10c7e2118 (filename not found) [in UE4Editor-Core.dylib]
FMallocTBB::Realloc(void*, unsigned long, unsigned int) Address = 0x10c8b693c [/Users/build/BuildFarm/build_++UE4+Release-4.11/Engine/Source/Runtime/Core/Private/HAL/MallocTBB.cpp, line 85] [in UE4Editor-Core.dylib]
FMemory::Realloc(void*, unsigned long, unsigned int) Address = 0x10c8bed14 [/Users/build/BuildFarm/build_++UE4+Release-4.11/Engine/Source/Runtime/Core/Private/HAL/UnrealMemory.cpp, line 103] [in UE4Editor-Core.dylib]
FFinalPostProcessSettings::FFinalPostProcessSettings(FFinalPostProcessSettings const&) Address = 0x11ae951af [/Users/build/BuildFarm/build_++UE4+Release-4.11/Engine/Source/Runtime/Core/Public/Containers/Array.h, line 508] [in UE4Editor-Renderer.dylib]
FSceneView::FSceneView(FSceneView const&) Address = 0x11ae8731b [/Users/build/BuildFarm/build_++UE4+Release-4.11/Engine/Source/Runtime/Engine/Public/SceneView.h, line 561] [in UE4Editor-Renderer.dylib]
FViewInfo::FViewInfo(FSceneView const*) Address = 0x11ae35db9 [/Users/build/BuildFarm/build_++UE4+Release-4.11/Engine/Source/Runtime/Renderer/Private/SceneRendering.cpp, line 307] [in UE4Editor-Renderer.dylib]
FSceneRenderer::FSceneRenderer(FSceneViewFamily const*, FHitProxyConsumer*) Address = 0x11ae3c996 [/Users/build/BuildFarm/build_++UE4+Release-4.11/Engine/Source/Runtime/Core/Public/Containers/Array.h, line 785] [in UE4Editor-Renderer.dylib]
FDeferredShadingSceneRenderer::FDeferredShadingSceneRenderer(FSceneViewFamily const*, FHitProxyConsumer*) Address = 0x11a91949a [/Users/build/BuildFarm/build_++UE4+Release-4.11/Engine/Source/Runtime/Renderer/Private/DeferredShadingRenderer.cpp, line 106] [in UE4Editor-Renderer.dylib]
FSceneRenderer::CreateSceneRenderer(FSceneViewFamily const*, FHitProxyConsumer*) Address = 0x11ae210af [/Users/build/BuildFarm/build_++UE4+Release-4.11/Engine/Source/Runtime/Renderer/Private/SceneRendering.cpp, line 1511] [in UE4Editor-Renderer.dylib]
CaptureSceneIntoScratchCubemap(FScene*, FVector, bool, bool, float, bool, bool) Address = 0x11ad648fb [/Users/build/BuildFarm/build_++UE4+Release-4.11/Engine/Source/Runtime/Renderer/Private/ReflectionEnvironmentCapture.cpp, line 1230] [in UE4Editor-Renderer.dylib]
FScene::UpdateSkyCaptureContents(USkyLightComponent const*, bool, UTextureCube*, FTexture*, TSHVectorRGB<3>&) Address = 0x11ad66de5 [/Users/build/BuildFarm/build_++UE4+Release-4.11/Engine/Source/Runtime/Renderer/Private/ReflectionEnvironmentCapture.cpp, line 1402] [in UE4Editor-Renderer.dylib]
USkyLightComponent::UpdateSkyCaptureContentsArray(UWorld*, TArray<USkyLightComponent*, FDefaultAllocator>&, bool) Address = 0x10e7e5377 [/Users/build/BuildFarm/build_++UE4+Release-4.11/Engine/Source/Runtime/Engine/Private/Components/SkyLightComponent.cpp, line 496] [in UE4Editor-Engine.dylib]
USkyLightComponent::UpdateSkyCaptureContents(UWorld*) Address = 0x10e7e036a [/Users/build/BuildFarm/build_++UE4+Release-4.11/Engine/Source/Runtime/Engine/Private/Components/SkyLightComponent.cpp, line 513] [in UE4Editor-Engine.dylib]
UEditorEngine::Tick(float, bool) Address = 0x114766239 (filename not found) [in UE4Editor-UnrealEd.dylib]
UUnrealEdEngine::Tick(float, bool) Address = 0x1154769d6 (filename not found) [in UE4Editor-UnrealEd.dylib]
FEngineLoop::Tick() Address = 0x10c76b344 (filename not found) [in UE4Editor]
GuardedMain(wchar_t const*) Address = 0x10c772f23 (filename not found) [in UE4Editor]
-[UE4AppDelegate runGameThread:] Address = 0x10c7828fc (filename not found) [in UE4Editor]
-[FCocoaGameThread main] Address = 0x10c995746 [/Users/build/BuildFarm/build_++UE4+Release-4.11/Engine/Source/Runtime/Core/Private/Mac/CocoaThread.cpp, line 368] [in UE4Editor-Core.dylib]
Unknown() Address = 0x7fff91021e64 (filename not found) [in Foundation]
_pthread_body Address = 0x7fff8e17199d (filename not found) [in libsystem_pthread.dylib]
_pthread_body Address = 0x7fff8e17191a (filename not found) [in libsystem_pthread.dylib]
thread_start Address = 0x7fff8e16f351 (filename not found) [in libsystem_pthread.dylib]

I get this when I try to launch my game. I am sure that the problem is in this line:

        ABotCharacter* new_bot = GetWorld()->SpawnActor<ABotCharacter>(Bot_class, location);

BotClass is defined in constructor like this:

    static ConstructorHelpers::FObjectFinder<UBlueprint> Bot(TEXT("Blueprint'/Game/TopDownCPP/Blueprints/MyBotCharacter.MyBotCharacter'"));
    if (Bot.Object) {
        Bot_class = (UClass*)Bot.Object->GeneratedClass;
    }

I can’t understand what could be wrong with my memory usage here, because the class is based on an empty C++ class and the blueprint nodes are all disconnected, so the problem must be in the spawning?

Have you tried deleting that line and then running the game? Are you sure the reference is valid?

If I comment this line (and everything else referencing new_bot) the game runs just fine, yes; but if this line is present, the game crashes. I also might have figured out the problem, but my laptop ran out of charge JUST as I was compiling the project, so…

Hey akiino-

Let us know if what you discovered does fix the issue for you, however I wanted to point out that in your if statement, using Bot.Succeeded() instead of Bot.Object might help. The Succeeded() function will return a bool if the reference was correctly set or not and is typically used to check the validity of constructor helpers.

Hi akiino,

We have not heard back from you in a few days, so we are marking this post as Resolved for tracking purposes. If you are still experiencing the issue you reported, please respond to this message with additional information and we will offer further assistance.

Thank you.