Developer Notes

Generating call stack at run-time is time and memory consuming and it is disabled by default.

Description

When compared to the information provided by the Crash Report window, the log files are not as detailed about what caused the crash.

Steps to Reproduce
  1. Open UE4 Editor (Any project)
  2. Add a new class based on Actor (MyActor)
  3. In MyActor.h add the following:
    	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Crash)
    		AActor* CrashPtr;
    	UFUNCTION(BlueprintCallable, Category = Crash)
    		void CrashFunction();
    
  4. In MyActor.cpp add the following:
    void AMyActor::CrashFunction()
    {
    	CrashPtr = nullptr;
    	FVector TestVector = CrashPtr->GetActorLocation();
    }
    
  5. Compile
  6. In the editor create a blueprint based on MyActor (MyActorBP)
  7. In MyActorBP Defaults, set Auto Receive Input to Player 0
  8. In the event graph add key-press event (T) and wire into CrashFunction call
  9. Compile and save the blueprint
  10. Add an instance of the blueprint to the level and PIE
  11. Press T to cause the editor to crash
  12. After the Crash Report window appears, open the most recent.log in [Project]/Saved/Logs

Result:
The information provided in the log is not as detailed as the information in the Crash Reporter window.

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By Design
ComponentCore
Affects Versions4.9.2
Target Fix4.10
CreatedOct 26, 2015
ResolvedOct 28, 2015
UpdatedFeb 5, 2017