User receiving crash when compiling & saving blueprints.
Log Error: (SIGSEGV: invalid attempt to access memory at address 0x0)
User also supplies a Stack Trace Image in his answerhub post.
Could not reproduce in-house
UE4Editor-Core.dylib! FString::Printf()
UE4Editor-UnrealEd.dylib! FCompilerResultsLog::InternalLogEvent()
UE4Editor-UnrealEd.dylib! FCompilerResultsLog::InternalLogEvent()
UE4Editor-UnrealEd.dylib! FCompilerResultsLog::InternalLogSummary()
UE4Editor-UnrealEd.dylib! FCompilerResultsLog::EndEvent()
UE4Editor-UnrealEd.dylib! FKismetEditorUtilities::CompileBlueprint()
UE4Editor-Kismet.dylib! FBlueprintEditor::Compile()
UE4Editor-Persona.dylib! FPersona::Compile()
UE4Editor-Kismet.dylib! TBaseSPMethodDelegateInstance<false, FBlueprintEditor, (ESPMode)0, TTypeWrapper<void> ()>::Execute()
UE4Editor-Kismet.dylib! TBaseSPMethodDelegateInstance<false, FBlueprintEditor, (ESPMode)0, void ()>::ExecuteIfSafe()
UE4Editor-Slate.dylib! FUICommandList::ExecuteAction(TSharedRef<FUICommandInfo const,()
UE4Editor-Slate.dylib! SToolBarButtonBlock::OnClicked()
UE4Editor-Slate.dylib! TBaseSPMethodDelegateInstance<false, SToolBarButtonBlock, (ESPMode)0, FReply ()>::Execute()
UE4Editor-Slate.dylib! SButton::OnMouseButtonUp()
UE4Editor-Slate.dylib! FSlateApplication::ProcessMouseButtonUpEvent()
UE4Editor-Slate.dylib! FSlateApplication::OnMouseUp()
UE4Editor-Core.dylib! FMacApplication::ProcessNSEvent()
UE4Editor-Core.dylib! FMacApplication::ProcessEvent()
UE4Editor-Core.dylib! FCocoaRunLoopSource::Process()
UE4Editor-Core.dylib! -[FCocoaRunLoopSourceInfo()
CoreFoundation! _CFRUNLOOP_IS_CALLING_OUT_TO_A_SOURCE0_PERFORM_FUNCTION_()
CoreFoundation! __CFRunLoopDoSources0()
CoreFoundation! __CFRunLoopRun()
CoreFoundation! CFRunLoopRunSpecific()
UE4Editor-Core.dylib! FMacPlatformMisc::PumpMessages()
UE4Editor! FEngineLoop::Tick()
UE4Editor! GuardedMain()
UE4Editor! -[UE4AppDelegate()
UE4Editor-Core.dylib! -[FCocoaGameThread()
Foundation! _NSThreadmain_()
libsystem_pthread.dylib! _pthread_body()
libsystem_pthread.dylib! _pthread_body()
libsystem_pthread.dylib! thread_start()
i have this problem UE4CC-Windows-58DC12AF4B97F057BD108FBFF569B2E9_0000
Delay nodes occasionally don't fire the "Completed" output in a nativized build
I am not able to find world outliner how to enable it?
Undefined sysmbol: typeinfo for AActor when cross-compile linux dedicated server on windows
How can i modify the param name in EQS node
An error occurred while trying to generate project files !?
Head over to the existing Questions & Answers thread and let us know what's up.
0 |
Component | UE - Gameplay - Blueprint |
---|---|
Affects Versions | 4.7.6 |
Target Fix | 4.11 |
Fix Commit | 2643894 |
---|
Created | May 14, 2015 |
---|---|
Resolved | Jan 12, 2016 |
Updated | Apr 27, 2018 |