ShooterGame crashes when loading into the match on Mac when that ShooterGame was packaged with Pak files.
The ShooterGame project was created using the Unreal Engine Launcher
I do not see this issue on Windows.
I do not see this issue when I do not use Pak files.
1. Open UE4Editor.app
2. Open the ShooterGame project
3. Select Edit > Project Settings > Packaging
4. Ensure that the Use Pak File option is checked
5. Select File > Package Project > Mac
6. Select OK to choose a package location
7. Open the packaged ShooterGame.app
8. Select Host > Free For ALL
RESULT:
ShooterGame crashes when loading into the match
[2017.02.15-21.53.17:361][341]LogMac:Error: appError called: Assertion failed: Assertion failed: Offset >= 0 && BytesToRead > 0 [File:/Users/build/Build/++UE4+Release-4.15+Compile/Sync/Engine/Source/Runtime/PakFile/Private/IPlatformFilePak.cpp] [Line: 2407] [2017.02.15-21.53.17:371][341]LogMac: === Critical error: === SIGSEGV: invalid attempt to access memory at address 0x3 [2017.02.15-21.53.17:371][341]LogMac: FGenericPlatformMisc::RaiseException(unsigned int) Address = 0xd52ee9b (filename not found) [in ShooterGame] FOutputDeviceMacError::Serialize(wchar_t const*, ELogVerbosity::Type, FName const&) Address = 0xd69df5d (filename not found) [in ShooterGame] FOutputDevice::Logf(wchar_t const*, ...) Address = 0xd742f07 (filename not found) [in ShooterGame] FDebug::AssertFailed(char const*, char const*, int, wchar_t const*, ...) Address = 0xd6d6876 (filename not found) [in ShooterGame] FPakReadRequest::FPakReadRequest(FName, long long, TFunction<void (bool, IAsyncReadRequest*)>*, long long, long long, EAsyncIOPriority, unsigned char*, bool, int) Address = 0x10e8a6b4 (filename not found) [in ShooterGame] FPakAsyncReadFileHandle::ReadRequest(long long, long long, EAsyncIOPriority, TFunction<void (bool, IAsyncReadRequest*)>*, unsigned char*) Address = 0x10e78082 (filename not found) [in ShooterGame] FTexture2DResource::LoadMipData() Address = 0xec59e58 (filename not found) [in ShooterGame] TGraphTask<FTexture2DResource::BeginLoadMipData()::EURCMacro_LoadMipDataCommand>::ExecuteTask(TArray<FBaseGraphTask*, FDefaultAllocator>&, ENamedThreads::Type) Address = 0xec908cf (filename not found) [in ShooterGame] FNamedTaskThread::ProcessTasksNamedThread(int, bool) Address = 0xd54ccbe (filename not found) [in ShooterGame] FNamedTaskThread::ProcessTasksUntilQuit(int) Address = 0xd548745 (filename not found) [in ShooterGame] FTaskGraphImplementation::ProcessThreadUntilRequestReturn(ENamedThreads::Type) Address = 0xd5455c1 (filename not found) [in ShooterGame] RenderingThreadMain(FEvent*) Address = 0xfda74c4 (filename not found) [in ShooterGame] FRenderingThread::Run() Address = 0xfdb5ac7 (filename not found) [in ShooterGame] FRunnableThreadPThread::Run() Address = 0xd589ff3 (filename not found) [in ShooterGame] FRunnableThreadPThread::_ThreadProc(void*) Address = 0xd6c97ba (filename not found) [in ShooterGame] _pthread_body() Address = 0x9c2b3aab (filename not found) [in libsystem_pthread.dylib] _pthread_body() Address = 0x9c2b39f7 (filename not found) [in libsystem_pthread.dylib] thread_start() Address = 0x9c2b31fd (filename not found) [in libsystem_pthread.dylib]
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-42024 in the post.
0 |
Component | UE - Platform - Apple |
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Affects Versions | 4.15 |
Target Fix | 4.15.1 |
Fix Commit | 3334709 |
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Created | Feb 15, 2017 |
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Resolved | Mar 7, 2017 |
Updated | Apr 27, 2018 |