I have been having a recurring issue with my game, save game corruptions, I’m not sure whats going wrong but I have to ask my users to delete their save games now and then, I finally installed gameDNA’s GitHub - gameDNAstudio/Crashlytics: A plugin for Unreal Engine 4 that lets you integrate automatic crash reporting solution into your project. plugin and this information was provided to me today
Crashed: main|: SIGSEGV SEGV_MAPERR 0x7fffffffffffffff
at operator<<(FArchive&, FString&)(CString.h:747)
at UGameplayStatics::LoadGameFromSlot(FString const&, int)(PlatformFeatures.h:32)
at UGameplayStatics::execLoadGameFromSlot(FFrame&, void*)(ContainerAllocationPolicies.h:342)
at UFunction::Invoke(UObject*, FFrame&, void*)(Interface.cpp:17)
at UObject::CallFunction(FFrame&, void*, UFunction*)(ScriptCore.cpp:639)
at UObject::ProcessContextOpcode(FFrame&, void*, bool)(ScriptCore.cpp:2122)
at UObject::execLetObj(FFrame&, void*)(ScriptCore.cpp:1948)
at UObject::ProcessInternal(FFrame&, void*)(ScriptCore.cpp:854)
at UObject::CallFunction(FFrame&, void*, UFunction*)(ScriptCore.cpp:639)
at UObject::ProcessInternal(FFrame&, void*)(ScriptCore.cpp:854)
at UObject::CallFunction(FFrame&, void*, UFunction*)(ScriptCore.cpp:639)
at UObject::ProcessInternal(FFrame&, void*)(ScriptCore.cpp:854)
at UObject::CallFunction(FFrame&, void*, UFunction*)(ScriptCore.cpp:639)
at UObject::ProcessInternal(FFrame&, void*)(ScriptCore.cpp:854)
at UObject::CallFunction(FFrame&, void*, UFunction*)(ScriptCore.cpp:639)
at UObject::ProcessInternal(FFrame&, void*)(ScriptCore.cpp:854)
at UFunction::Invoke(UObject*, FFrame&, void*)(Interface.cpp:17)
at UObject::ProcessEvent(UFunction*, void*)(ScriptCore.cpp:1126)
at AActor::BeginPlay()(Actor.cpp:3022)
at APlayerController::BeginPlay()(PlayerController.cpp:1352)
at AWorldSettings::NotifyBeginPlay()(UObjectArray.h:228)
at AGameMode::HandleMatchHasStarted()(GameMode.cpp:206)
at AGameMode::SetMatchState(FName)(GameMode.cpp:336)
at UWorld::BeginPlay()(World.cpp:3357)
at UEngine::LoadMap(FWorldContext&, FURL, UPendingNetGame*, FString&)(UnrealEngine.cpp:9631)
at UEngine::Browse(FWorldContext&, FURL, FString&)(UnrealEngine.cpp:9307)
at UGameInstance::StartGameInstance()(GameInstance.cpp:297)
at FEngineLoop::Init()(AndroidAtomics.h:30)
at AndroidMain(android_app*)(LaunchAndroid.cpp:202)
at android_main(LaunchAndroid.cpp:447)
at android_app_entry(android_native_app_glue.c:216)
at __thread_entry(Unknown Source)
at pthread_create(Unknown Source)
Which is this
template <> FORCEINLINE
bool TCString<WIDECHAR>::IsPureAnsi(const WIDECHAR* Str)
{
for( ; *Str; Str++ )
{
if( *Str>0x7f )
{
return 0;
}
}
return 1;
}
Is this a bug or am I not doing something right? should I not be allowing non ansi text into this save game file? this save game I do let users enter their name, maybe its non ansi text? I’m investigating but I figure I would report this here.