Description

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.

Steps to Reproduce

Could not reproduce in-house

Callstack

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()

Have Comments or More Details?

Head over to the existingAnswerHub thread and let us know what's up.

0
Login to Vote

Cannot Reproduce
ComponentGameplay - Blueprint
Affects Versions4.7.6
Target Fix4.11
Fix Commit2643894
CreatedMay 14, 2015
ResolvedJan 12, 2016
UpdatedApr 27, 2018