android - crash on save game load

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.

Hi BPANDREW,

I have tried to do some testing on this using a few different characters on Windows, and was unable to see anything similar to what you reported seeing. Do you only see this happening on Android? If not, do you see this ever occurring in PIE, or does it only happen in packaged games?

replied to you with more info on the forum

Hi BPANDREW,

Sorry for not checking back in on this issue sooner. Are you still running into this crash? I don’t believe we have seen any other instances of this crash other than the few that you initially reported.