Please help me resolve these constant crashes

I’ve submitted now about 50 crash reports but of course have heard nothing back. It’s getting incredibly tiresome. There are two type of crashes: one is results in me being able to start up the editor again, and the other results in me being unable to restart the project which results in the painfully slow process of replacing backup files.

Why does the crashlog not show any information about the file causing the issue? The more files edited between crashes, the more difficulty I have restating the project.

I can’t find any reason why this is happening, and I doubt it is because my OSX is not up to date. If ‘send and restart’ actually sends anything, you’ll find many submissions.

deleting folders does nothing - only rolling back files individually.

For kicks, here is the report:

MachineId:F0042523A64FEA0F892E9CAF543ABDFA
EpicAccountId:127d03f342bc42358a5ea17a9ba453e6

 SEGV_NOOP at 0x0

scalable_msize Address = 0x10b9f97bb (filename not found) [in UE4Editor-Core.dylib]
FMallocTBB::Realloc(void*, unsigned long, unsigned int) Address = 0x10bae1d38 (filename not found) [in UE4Editor-Core.dylib]
FMemory::Realloc(void*, unsigned long, unsigned int) Address = 0x10bae8352 (filename not found) [in UE4Editor-Core.dylib]
FScriptArray::ResizeTo(int, int) Address = 0x10c851870 (filename not found) [in UE4Editor-CoreUObject.dylib]
FScriptArrayHelper::EmptyAndAddValues(int) Address = 0x10c82513a (filename not found) [in UE4Editor-CoreUObject.dylib]
UArrayProperty::SerializeItem(FArchive&, void*, void const*) const Address = 0x10c87c8cb (filename not found) [in UE4Editor-CoreUObject.dylib]
FPropertyTag::SerializeTaggedProperty(FArchive&, UProperty*, unsigned char*, unsigned char*) Address = 0x10c8c3021 (filename not found) [in UE4Editor-CoreUObject.dylib]
UStruct::SerializeTaggedProperties(FArchive&, unsigned char*, UStruct*, unsigned char*, UObject const*) const Address = 0x10c7184a2 (filename not found) [in UE4Editor-CoreUObject.dylib]
UClass::SerializeDefaultObject(UObject*, FArchive&) Address = 0x10c7347c6 (filename not found) [in UE4Editor-CoreUObject.dylib]
UBlueprintGeneratedClass::SerializeDefaultObject(UObject*, FArchive&) Address = 0x10d2deb78 (filename not found) [in UE4Editor-Engine.dylib]
FLinkerLoad::Preload(UObject*) Address = 0x10c7f5026 (filename not found) [in UE4Editor-CoreUObject.dylib]
FLinkerLoad::ResolveDeferredExports(UClass*) Address = 0x10c66f61a (filename not found) [in UE4Editor-CoreUObject.dylib]
FLinkerLoad::FinalizeBlueprint(UClass*) Address = 0x10c66e8b2 (filename not found) [in UE4Editor-CoreUObject.dylib]
FLinkerLoad::Preload(UObject*) Address = 0x10c7f54a0 (filename not found) [in UE4Editor-CoreUObject.dylib]
FLinkerLoad::CreateExport(int) Address = 0x10c7ee3cc (filename not found) [in UE4Editor-CoreUObject.dylib]
FLinkerLoad::IndexToObject(FPackageIndex) Address = 0x10c7f0967 (filename not found) [in UE4Editor-CoreUObject.dylib]
FLinkerLoad::CreateExport(int) Address = 0x10c7ebe33 (filename not found) [in UE4Editor-CoreUObject.dylib]
FLinkerLoad::IndexToObject(FPackageIndex) Address = 0x10c7f0967 (filename not found) [in UE4Editor-CoreUObject.dylib]
FLinkerLoad::CreateExport(int) Address = 0x10c7ebe33 (filename not found) [in UE4Editor-CoreUObject.dylib]
FLinkerLoad::CreateExportAndPreload(int, bool) Address = 0x10c7f0297 (filename not found) [in UE4Editor-CoreUObject.dylib]
FLinkerLoad::LoadAllObjects(bool) Address = 0x10c7f1251 (filename not found) [in UE4Editor-CoreUObject.dylib]
LoadPackageInternalInner(UPackage*, wchar_t const*, unsigned int, FLinkerLoad*, bool) Address = 0x10c9a1c47 (filename not found) [in UE4Editor-CoreUObject.dylib]
FLinkerLoad::VerifyImportInner(int, FString&) Address = 0x10c7e7de9 (filename not found) [in UE4Editor-CoreUObject.dylib]
FLinkerLoad::VerifyImport(int) Address = 0x10c7e13cb (filename not found) [in UE4Editor-CoreUObject.dylib]
FLinkerLoad::VerifyImportInner(int, FString&) Address = 0x10c7e5936 (filename not found) [in UE4Editor-CoreUObject.dylib]
FLinkerLoad::VerifyImport(int) Address = 0x10c7e13cb (filename not found) [in UE4Editor-CoreUObject.dylib]
FLinkerLoad::VerifyImportInner(int, FString&) Address = 0x10c7e5936 (filename not found) [in UE4Editor-CoreUObject.dylib]
FLinkerLoad::VerifyImport(int) Address = 0x10c7e13cb (filename not found) [in UE4Editor-CoreUObject.dylib]
FLinkerLoad::Verify() Address = 0x10c7e0f32 (filename not found) [in UE4Editor-CoreUObject.dylib]
FLinkerLoad::FinalizeCreation() Address = 0x10c7da23b (filename not found) [in UE4Editor-CoreUObject.dylib]
FLinkerLoad::Tick(float, bool, bool) Address = 0x10c7c9c4a (filename not found) [in UE4Editor-CoreUObject.dylib]
FLinkerLoad::CreateLinker(UPackage*, wchar_t const*, unsigned int) Address = 0x10c7c9661 (filename not found) [in UE4Editor-CoreUObject.dylib]
GetPackageLinker(UPackage*, wchar_t const*, unsigned int, UPackageMap*, FGuid*) Address = 0x10c76975c (filename not found) [in UE4Editor-CoreUObject.dylib]
LoadPackageInternalInner(UPackage*, wchar_t const*, unsigned int, FLinkerLoad*, bool) Address = 0x10c9a1888 (filename not found) [in UE4Editor-CoreUObject.dylib]
FLinkerLoad::VerifyImportInner(int, FString&) Address = 0x10c7e7de9 (filename not found) [in UE4Editor-CoreUObject.dylib]
FLinkerLoad::VerifyImport(int) Address = 0x10c7e13cb (filename not found) [in UE4Editor-CoreUObject.dylib]
FLinkerLoad::VerifyImportInner(int, FString&) Address = 0x10c7e5936 (filename not found) [in UE4Editor-CoreUObject.dylib]
FLinkerLoad::VerifyImport(int) Address = 0x10c7e13cb (filename not found) [in UE4Editor-CoreUObject.dylib]
FLinkerLoad::VerifyImportInner(int, FString&) Address = 0x10c7e5936 (filename not found) [in UE4Editor-CoreUObject.dylib]
FLinkerLoad::VerifyImport(int) Address = 0x10c7e13cb (filename not found) [in UE4Editor-CoreUObject.dylib]
FLinkerLoad::Verify() Address = 0x10c7e0f32 (filename not found) [in UE4Editor-CoreUObject.dylib]
FLinkerLoad::FinalizeCreation() Address = 0x10c7da23b (filename not found) [in UE4Editor-CoreUObject.dylib]
FLinkerLoad::Tick(float, bool, bool) Address = 0x10c7c9c4a (filename not found) [in UE4Editor-CoreUObject.dylib]
FLinkerLoad::CreateLinker(UPackage*, wchar_t const*, unsigned int) Address = 0x10c7c9661 (filename not found) [in UE4Editor-CoreUObject.dylib]
GetPackageLinker(UPackage*, wchar_t const*, unsigned int, UPackageMap*, FGuid*) Address = 0x10c76975c (filename not found) [in UE4Editor-CoreUObject.dylib]
LoadPackageInternalInner(UPackage*, wchar_t const*, unsigned int, FLinkerLoad*, bool) Address = 0x10c9a1888 (filename not found) [in UE4Editor-CoreUObject.dylib]
FLinkerLoad::VerifyImportInner(int, FString&) Address = 0x10c7e7de9 (filename not found) [in UE4Editor-CoreUObject.dylib]
FLinkerLoad::VerifyImport(int) Address = 0x10c7e13cb (filename not found) [in UE4Editor-CoreUObject.dylib]
FLinkerLoad::VerifyImportInner(int, FString&) Address = 0x10c7e5936 (filename not found) [in UE4Editor-CoreUObject.dylib]
FLinkerLoad::VerifyImport(int) Address = 0x10c7e13cb (filename not found) [in UE4Editor-CoreUObject.dylib]
FLinkerLoad::Verify() Address = 0x10c7e0f32 (filename not found) [in UE4Editor-CoreUObject.dylib]
FLinkerLoad::FinalizeCreation() Address = 0x10c7da23b (filename not found) [in UE4Editor-CoreUObject.dylib]
FLinkerLoad::Tick(float, bool, bool) Address = 0x10c7c9c4a (filename not found) [in UE4Editor-CoreUObject.dylib]
FLinkerLoad::CreateLinker(UPackage*, wchar_t const*, unsigned int) Address = 0x10c7c9661 (filename not found) [in UE4Editor-CoreUObject.dylib]
GetPackageLinker(UPackage*, wchar_t const*, unsigned int, UPackageMap*, FGuid*) Address = 0x10c76975c (filename not found) [in UE4Editor-CoreUObject.dylib]
LoadPackageInternalInner(UPackage*, wchar_t const*, unsigned int, FLinkerLoad*, bool) Address = 0x10c9a1888 (filename not found) [in UE4Editor-CoreUObject.dylib]
FLinkerLoad::VerifyImportInner(int, FString&) Address = 0x10c7e7de9 (filename not found) [in UE4Editor-CoreUObject.dylib]
FLinkerLoad::VerifyImport(int) Address = 0x10c7e13cb (filename not found) [in UE4Editor-CoreUObject.dylib]
FLinkerLoad::VerifyImportInner(int, FString&) Address = 0x10c7e5936 (filename not found) [in UE4Editor-CoreUObject.dylib]
FLinkerLoad::VerifyImport(int) Address = 0x10c7e13cb (filename not found) [in UE4Editor-CoreUObject.dylib]
FLinkerLoad::Verify() Address = 0x10c7e0f32 (filename not found) [in UE4Editor-CoreUObject.dylib]
FLinkerLoad::FinalizeCreation() Address = 0x10c7da23b (filename not found) [in UE4Editor-CoreUObject.dylib]
FLinkerLoad::Tick(float, bool, bool) Address = 0x10c7c9c4a (filename not found) [in UE4Editor-CoreUObject.dylib]
FLinkerLoad::CreateLinker(UPackage*, wchar_t const*, unsigned int) Address = 0x10c7c9661 (filename not found) [in UE4Editor-CoreUObject.dylib]
GetPackageLinker(UPackage*, wchar_t const*, unsigned int, UPackageMap*, FGuid*) Address = 0x10c76975c (filename not found) [in UE4Editor-CoreUObject.dylib]
LoadPackageInternalInner(UPackage*, wchar_t const*, unsigned int, FLinkerLoad*, bool) Address = 0x10c9a1888 (filename not found) [in UE4Editor-CoreUObject.dylib]
LoadPackage(UPackage*, wchar_t const*, unsigned int) Address = 0x10c99e466 (filename not found) [in UE4Editor-CoreUObject.dylib]
UEditorEngine::Map_Load(wchar_t const*, FOutputDevice&) Address = 0x1135204cc (filename not found) [in UE4Editor-UnrealEd.dylib]
UEditorEngine::HandleMapCommand(wchar_t const*, FOutputDevice&, UWorld*) Address = 0x113547710 (filename not found) [in UE4Editor-UnrealEd.dylib]
UEditorEngine::Exec(UWorld*, wchar_t const*, FOutputDevice&) Address = 0x1135441a2 (filename not found) [in UE4Editor-UnrealEd.dylib]
UUnrealEdEngine::Exec(UWorld*, wchar_t const*, FOutputDevice&) Address = 0x1140e2783 (filename not found) [in UE4Editor-UnrealEd.dylib]
FEditorFileUtils::LoadMap(FString const&, bool, bool) Address = 0x1138bcd53 (filename not found) [in UE4Editor-UnrealEd.dylib]
FEditorFileUtils::LoadDefaultMapAtStartup() Address = 0x1138cd0dd (filename not found) [in UE4Editor-UnrealEd.dylib]
FUnrealEdMisc::OnInit() Address = 0x1140c35fd (filename not found) [in UE4Editor-UnrealEd.dylib]
EditorInit(IEngineLoop&) Address = 0x1140b177d (filename not found) [in UE4Editor-UnrealEd.dylib]
GuardedMain(wchar_t const*) Address = 0x10b986a47 (filename not found) [in UE4Editor]
-[UE4AppDelegate runGameThread:] Address = 0x10b99416c (filename not found) [in UE4Editor]
-[FCocoaGameThread main] Address = 0x10bbb2526 (filename not found) [in UE4Editor-Core.dylib]
__NSThread__start__ Address = 0x7fff8f166d64 (filename not found) [in Foundation]
_pthread_body Address = 0x7fff9911899d (filename not found) [in libsystem_pthread.dylib]
_pthread_body Address = 0x7fff9911891a (filename not found) [in libsystem_pthread.dylib]
thread_start Address = 0x7fff99116351 (filename not found) [in libsystem_pthread.dylib]

Has this been happening since you first installed UE4? If so, try reinstalling it, it sounds like something’s seriously messed up with the engine’s files.

No, this has been happening only since updating to 4.14. I’ve verified, fixed up all the redirectors etc. If I could roll back, I would.

Hi ,

Thank you for hitting submit and restart when these crashes occur. This allows us to track crash data and isolate trends when users cannot provide specific repro steps for a particular crash. In your case, as you have mentioned, you have reported a large number of crashes. While not all of these have the same cause, one issue in particular has been identified and is reported as UE-38772 and scheduled fixed for UE4.15.

The second, and only other crash reported from your system, is the memory allocation issue (the callstack you have pasted above) and is isolated to your machine. This means this is not likely an issue with UE4 that we can fix on our end, but a problem with Blueprints or C++ in your project. To correct this, I recommend the following:

  1. Run a Map check on a levels and correct any flagged issues.
  2. Select the Content folder in the Content Browser and select “Fix up redirectors in folder” then Save All.
  3. Close the Editor and, in the Project folder, delete the Intermediate and Saved Folders

Try these steps and let me know if/when you get a crash starting with the same lines above, ie:

SEGV_NOOP at 0x0

scalable_msize Address = 0x10b9f97bb (filename not found) [in UE4Editor-Core.dylib] FMallocTBB::Realloc(void*, unsigned long, unsigned int) Address = 0x10bae1d38 (filename not found) [in UE4Editor-Core.dylib] FMemory::Realloc(void*, unsigned long, unsigned int) Address = 0x10bae8352 (filename not found) [in UE4Editor-Core.dylib] FScriptArray::ResizeTo(int, int) Address = 0x10c851870 (filename not found) [in UE4Editor-CoreUObject.dylib] FScriptArrayHelper::EmptyAndAddValues(int) Address = 0x10c82513a (filename not found) [in UE4Editor-CoreUObject.dylib] UArrayProperty::SerializeItem(FArchive&, void*, void const*) const Address = 0x10c87c8cb (filename not found) [in UE4Editor-CoreUObject.dylib]... 

-.

I followed every step to the ‘T’ and just crashed with the following error. While different than the other, do you know if there is a relationship here?

SEGV_MAPERR at 0x0

FThreadStats::FThreadStats() Address = 0x1007e41a1 (filename not found) [in UE4Editor-Core.dylib]
FThreadStatsPool::GetFromPool() Address = 0x1007e3e4d (filename not found) [in UE4Editor-Core.dylib]
___ZN13FMetalSurface6UnlockEjj_block_invoke.1100 Address = 0x136335c45 (filename not found) [in UE4Editor-MetalRHI.dylib]
-[_MTLCommandBuffer didComplete:error:] Address = 0x7fff8ff3f5e8 (filename not found) [in Metal]
-[MTLIOAccelCommandBuffer didComplete:error:] Address = 0x7fff8ff17ee1 (filename not found) [in Metal]
-[_MTLCommandQueue commandBufferDidComplete:timestamp:error:] Address = 0x7fff8ff43155 (filename not found) [in Metal]
ioAccelCommandQueueBlockFenceCallback Address = 0x7fff9c0b11f2 (filename not found) [in IOAccelerator]
IODispatchCalloutFromCFMessage Address = 0x7fff98bbf6a2 (filename not found) [in IOKit]
_IODispatchCalloutWithDispatch Address = 0x7fff98bbf721 (filename not found) [in IOKit]
dispatch_mig_server Address = 0x7fff96eb3a4b (filename not found) [in libdispatch.dylib]
_dispatch_client_callout Address = 0x7fff96e9f40b (filename not found) [in libdispatch.dylib]
_dispatch_source_latch_and_call Address = 0x7fff96eaf675 (filename not found) [in libdispatch.dylib]
_dispatch_source_invoke Address = 0x7fff96ea3a83 (filename not found) [in libdispatch.dylib]
_dispatch_queue_drain Address = 0x7fff96ea4200 (filename not found) [in libdispatch.dylib]
_dispatch_queue_invoke Address = 0x7fff96eaa707 (filename not found) [in libdispatch.dylib]
_dispatch_root_queue_drain Address = 0x7fff96ea2d53 (filename not found) [in libdispatch.dylib]
_dispatch_worker_thread3 Address = 0x7fff96ea2b00 (filename not found) [in libdispatch.dylib]
_pthread_wqthread Address = 0x7fff991184de (filename not found) [in libsystem_pthread.dylib]
start_wqthread Address = 0x7fff99116341 (filename not found) [in libsystem_pthread.dylib]

21 out of 23 of the crashes from your system yesterday are from the bug that has been scheduled fixed for 4.15 (barring any unforeseen factors.) The callstack you have pasted above is caused by that bug which, again, has been fixed and is currently in the process of being integrated for release to the public.

The other two crashes happened before you made the changes so, hopefully, those steps have resolved the issue. I requested that you post the callstack from that bug to indicate those steps did not resolve the issue.

To answer your last question, while the two may be related, there is no indication that they are other than you are experiencing them at the same time. However, since you’ve taken the troubleshooting steps, we have not seen the originally reported crash which leads me to believe that ultimately they were not related.

Today I had more of the crashes that you mentioned would be fixed in the next release. My practice now is to just save every time I recompile. Unfortunately, after several hours of work tonight I had an unrecoverable crash in which two assets which were not being edited somehow became corrupted or otherwise wouldn’t let the editor load while they were in the folder.

It’s a huge shame and a massive waste of time when this happens, especially because I was editing multiple files at once which made narrowing down the problem take over an hour.

Two questions:

What is the bug that is causing this and how can I avoid it, or am I just prone to this? I assume 4.15 is a ways out.

Is there any way to fix these two files or find the problem? I cannot replace them and I cannot load the editor with them? Despite saving frequently, they were not changed until the crash so the last save is yesterday and using that does not work, so i don’t know if the issue is the file or some reference of it. I’ve basically lost a day (4-5 hours). I’d post a crash pic but you’ll just find 20 or so after 10:18 pst that I send from the crash.

This is a bug in the source code. If you are working in Source from Github, I can provide a link to the commit on github for the corresponding CL that contains the corrected code. If you are working in the Binary from the Launcher this will not help. However, you can start working from Source and open a copy of your project in the source version with the commit from Github. Let me know if you want to try this solution.

As for the corrupted assets, if you can open the last save from yesterday, right click on each asset and select “reference viewer” to see what assets are “connected” to these assets. Then after you fix or the assets referencing the assets, you can return them to the project folder. If the assets are truly corrupted, however, it unlikely you will be able to recover them.

One other thought, if you can open any version of the project before they were corrupted:

  1. Remove the assets in question so your latest project can open
  2. Open latest project and perform a map check, etc. (See previous notes)
  3. Save map.
  4. Open a copy of the version of the project where the corrupted assets are still functional.
  5. Migrate the two assets in question to the current/good version of the project.

Let me know if these solutions do not work for you.

I’ll try them if the chance comes up again. For the purpose of this thread, I just had another SEG_VNOOP at 0x0 creash, though I don’t really know the meaning of that. The rest of the log looks a little different.

SEGV_NOOP at 0x0

UObjectBaseUtility::IsIn(UObject const*) const Address = 0x10dbf2d85 (filename not found) [in UE4Editor-CoreUObject.dylib]
FArchiveReplaceObjectRef::operator<<(UObject*&) Address = 0x114312062 (filename not found) [in UE4Editor-UnrealEd.dylib]
UStruct::SerializeExpr(int&, FArchive&) Address = 0x10d97e0ce (filename not found) [in UE4Editor-CoreUObject.dylib]
UStruct::Serialize(FArchive&) Address = 0x10d97ba42 (filename not found) [in UE4Editor-CoreUObject.dylib]
UFunction::Serialize(FArchive&) Address = 0x10d99dbde (filename not found) [in UE4Editor-CoreUObject.dylib]
FArchiveReplaceObjectRefBase::SerializeObject(UObject*) Address = 0x10d90443e (filename not found) [in UE4Editor-CoreUObject.dylib]

Alright, thanks for the help - it’s way beyond the level of customer service that I initially expected. Thanks!

That SEG_VNOOP is not really helpful to us as a large number of different crashes can start with that same identifier. We use the entire callstack coupled with steps to reproduce the crash in order to isolate the cause.

Please do not add additional callstacks as this is not useful nor related to the first callstack. Instead, each one should be posted separately. In the case of this callstack, the crash has only occurred 3 times, 2 on 11/23 and once yesterday.

Your primary issue is the one that has been fixed so you may want to look into working from Source through Github if you do not want to wait for UE4.15 to be released. Otherwise, this issue is resolved unless the initially reported callstack returns.

The primary issue is back again. I am going to try reinstalling the engine because after the most recent crashes that prevented a rollback, none of my backups from yesterday are loading either.

The fix for the main crash you are experiencing will not be released to the public until UE4.15 so you may want to consider downloading and building the engine from Source then entering a pull request for the changelist that includes the fix for that specific crash. Otherwise this crash is going continue to occur randomly throughout UE4.14 and could possible cause some assets to become corrupt.

,

Do you know the commit # for that fix? I reinstalled the engine in an attempt to recover corrupted backups but no such luck, and of course the crash reports were uninstalled as well.

The commits are included on the following link: UE-38772 on the right in the table under “fixed…”

Fix Commit 3163553
Main Commit 3219854

Let me know if you require any additional information.

You closed another thread without addressing the second issue in it. Maybe I need to make a thread for every single crash log?

As I understand, the fix you linked above deals with the crash that causes corruption. The two types are not the same.

You did not address the issue that causes a crash every 20-30 minutes, which was the bulk of the post:
This thread also touches on the same issue: https://.unrealengine.com/showthread.php?130263-Memory-leak

Again, is there a way to prevent the constant crashes? While it might not be helpful, most seem to start with SEVG_MAPPER

I closed the other thread because when I looked up the most recent crashes, they were the same as the one with the Github fix. This must be addressed because when your machine keeps crashing this could corrupt asset data, if it has not already, and could cause subsequent crashes.

The crash initially reported in this thread, according to the crash reporter, has not occurred since Dec 6. There is only one other unique crash listed and it has only occurred twice and could be caused by the primary crash above.

This worked!!! WOOOP WOOP!! You the man. Everything happens for a reason. I now know I need Source Control!!!