Might be related to the changes in //UE4/Release-4.17 at CL 3527005.
I was also able to repro this via PIE-Standalone Game in the editor. When I repro'd this with PIE-Standalone Game the Standalone Game window crashed, generated a CRC, but the editor never crashed and I was able to shut down the editor normally.
Repro:
open -a <path_to_UE4Editor.app> --args <path_to_ShooterGame.uproject> -Game -log
Result:
CRC is generated.
LogOnline: Display: STEAM: Loading Steam SDK 1.39 LogMac: === Critical error: === SIGABRT: abort() called LogMac: dyld_stub_binder() Address = 0xeb28b282 (filename not found) [in libdyld.dylib] GCC_except_table54() Address = 0x2ddc75e0 (filename not found) [in UE4Editor-OnlineSubsystemSteam.dylib] FOnlineSubsystemSteam::Init() Address = 0x2dd3007a (filename not found) [in UE4Editor-OnlineSubsystemSteam.dylib] FOnlineFactorySteam::CreateSubsystem(FName) Address = 0x2dd6e007 (filename not found) [in UE4Editor-OnlineSubsystemSteam.dylib] FOnlineSubsystemModule::GetOnlineSubsystem(FName) Address = 0x2d88fdc2 (filename not found) [in UE4Editor-OnlineSubsystem.dylib] FOnlineSubsystemModule::LoadDefaultSubsystem() Address = 0x2d88e560 (filename not found) [in UE4Editor-OnlineSubsystem.dylib] FOnlineSubsystemModule::StartupModule() Address = 0x2d88e2c2 (filename not found) [in UE4Editor-OnlineSubsystem.dylib] FModuleManager::LoadModuleWithFailureReason(FName, EModuleLoadResult&, bool) Address = 0x8287115 (filename not found) [in UE4Editor-Core.dylib] FModuleDescriptor::LoadModulesForPhase(ELoadingPhase::Type, TArray<FModuleDescriptor, FDefaultAllocator> const&, TMap<FName, EModuleLoadResult, FDefaultSetAllocator, TDefaultMapHashableKeyFuncs<FName, EModuleLoadResult, false> >&) Address = 0xa1ea33f (filename not found) [in UE4Editor-Projects.dylib] TryLoadModulesForPlugin(FPlugin const&, ELoadingPhase::Type) Address = 0xa1fbed2 (filename not found) [in UE4Editor-Projects.dylib] FPluginManager::LoadModulesForEnabledPlugins(ELoadingPhase::Type) Address = 0xa1fb9b5 (filename not found) [in UE4Editor-Projects.dylib] FEngineLoop::AppInit() Address = 0x7e2a157 (filename not found) [in UE4Editor] FEngineLoop::PreInit(wchar_t const*) Address = 0x7e0f46e (filename not found) [in UE4Editor] GuardedMain(wchar_t const*) Address = 0x7e23e91 (filename not found) [in UE4Editor] -[UE4AppDelegate runGameThread:] Address = 0x7e31680 (filename not found) [in UE4Editor] -[FCocoaGameThread main] Address = 0x80f4a76 (filename not found) [in UE4Editor-Core.dylib] __NSThread__start__() Address = 0xd75328ed (filename not found) [in Foundation] _pthread_body() Address = 0xeb4a893b (filename not found) [in libsystem_pthread.dylib] _pthread_body() Address = 0xeb4a8887 (filename not found) [in libsystem_pthread.dylib] thread_start() Address = 0xeb4a808d (filename not found) [in libsystem_pthread.dylib]
Undefined sysmbol: typeinfo for AActor when cross-compile linux dedicated server on windows
I am not able to find world outliner how to enable it?
Delay nodes occasionally don't fire the "Completed" output in a nativized build
How can i modify the param name in EQS node
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-47071 in the post.
0 |
Component | UE - Online |
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Affects Versions | 4.17 |
Target Fix | 4.18 |
Created | Jul 11, 2017 |
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Resolved | Sep 29, 2017 |
Updated | Oct 28, 2022 |