Licensees are reporting random crashes at startup, with randomly different messages, but it seems that all have a "low-address null pointer dereference". The licensee believes that the phone sometimes is taking too long to load and Android is killing the app which is causing the issue. This also seems to disconnect the debugger, making the true source difficult to track down.
For debugging I made a very simple map (floor plane and light) as the startup map. Then after a few seconds delay I'm opening the level I actually want to see. The app now starts every time and crashes only when the delay ended and the "open level" node is fired. I then reduced the content of the important map to hopefully load it faster. It then worked more often without crashing. But randomly crashing still.
How does TextureRenderTarget2D get TArray<uint8> type data?
Why does the REMOVE method of map container remove elements have memory leaks?
What is the cause of the packaging error falling back to 'GameUserSettings' in ue5?
How to delete some elements correctly when deleting an array loop?
How do I set a material as a post-processing material?
UMG RichText not appear image when packaged
How would I go about lerping the rotation instead of it snapping when turning (pls dont sue me epic)
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-99329 in the post.
0 |
Component | UE - Platform - Mobile |
---|---|
Affects Versions | 4.25 |
Target Fix | 4.26 |
Created | Sep 9, 2020 |
---|---|
Resolved | Oct 26, 2020 |
Updated | Apr 28, 2021 |