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?