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]
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
Hey, why do i get this when i snap two similar meshes together?
Delay nodes occasionally don't fire the "Completed" output in a nativized build
When I open UE4 4.24.3 it appears that. Does anyone know how to solve?
How does UMG set overlapping layouts?
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 |
---|---|
Affects Versions | 4.15 |
Target Fix | 4.15.1 |
Fix Commit | 3334709 |
---|
Created | Feb 15, 2017 |
---|---|
Resolved | Mar 7, 2017 |
Updated | Apr 27, 2018 |