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.

Steps to Reproduce

1. Open
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
8. Select Host > Free For ALL

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]

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Cannot Reproduce
ComponentUE - Platform - Mac
Affects Versions4.15
Target Fix4.15.1
Fix Commit3334709
CreatedFeb 15, 2017
ResolvedMar 7, 2017
UpdatedApr 27, 2018