question

Paul Norton avatar image
Paul Norton asked

When making any playfab call on IOS shipping build with no internet connection is available it will crash the next time the GC runs.

unreal
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Paul Norton avatar image Paul Norton commented ·

Using Unreal Engine 4.23.1

PlayFab marketplace plugin ver 1.25.190916

compiled using xcode ver 11.2.1

Blueprints only

Steps to reproduce

Create a basic blueprint app in unreal 4.23.1

add the playfab plugin

make a call in level blueprint for instance using client write player event.

compile in shipping for IOS and deploy to device (i'm using testflight).

turn off wifi, mobile data on device.

launch app.

60 seconds later the app will crash when the GC runs.

with similar to the below.

Exception trace

Exception Type:EXC_BAD_ACCESS (SIGSEGV)

Exception Subtype: KERN_INVALID_ADDRESS at 0x7265766e6f63007f

VM Region Info: 0x7265766e6f63007f is not in any region.Bytes after previous region: 8243124898384511104

REGION TYPESTART - END[ VSIZE] PRT/MAX SHRMODREGION DETAIL

MALLOC_NANO0000000280000000-00000002a0000000 [512.0M] rw-/rwx SM=PRV

--->

UNUSED SPACE AT END

Termination Signal: Segmentation fault: 11

Termination Reason: Namespace SIGNAL, Code 0xb

Terminating Process: exc handler [2038]

Triggered by Thread:5

Thread 5 Crashed:

0WUOD0x0000000101519b5c UObjectPropertyBase::CheckValidObject+ 15080284 (void*) const + 292

1WUOD0x0000000101519a90 UObjectPropertyBase::CheckValidObject+ 15080080 (void*) const + 88

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Paul Norton avatar image Paul Norton commented ·

f6d9d91f-eeb8-45a4-8eb2-e3e2aaf29c33.png

Hi @Citrus Yan

Here is the full stack trace as requested.

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1 Answer

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Citrus Yan avatar image
Citrus Yan answered

According to the “EXC_BAD_ACCESS (SIGSEGV)” Exception Type, looks like it’s caused by the fact that an object was deallocated yet the code assumed it was valid. You may find the following threads helpful for your issue:

EXC_BAD_ACCESS (SIGSEGV)

Understanding the solution for a EXC_BAD_ACCESS (SIGSEGV) crash

In the meanwhile, we are investigating it, any updates will keep you informed.

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Citrus Yan avatar image Citrus Yan commented ·

Hi @Paul Norton,

can you provide the full stack trace for us to investigate?

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Paul Norton avatar image Paul Norton Citrus Yan commented ·

capture.png

Now back in the office, so here is the stack trace again with header info.

for some reson it wont let me upload the crash log as txt, says file not permitted.

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capture.png (238.3 KiB)
Citrus Yan avatar image Citrus Yan Paul Norton commented ·

Hi, I already reported this issue to the eg team, any updates will keep you informed, thanks for your feedback.

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Paul Norton avatar image Paul Norton Citrus Yan commented ·

Has there been any progress, only it's holding up our game release on mobile?

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franklinchen avatar image franklinchen Paul Norton commented ·

Hi @Paul Norton, sorry for late response. Our engineering team finally able to get a blueprint only app running on an iphone. They turned off data/wifi and emitted WriteEvents mutliple times for 5 minutes and PlayFab/Unreal/iphone didn't crash like the bug says. If you are still blocking here, could you please provide an example app to repro the issue? Thanks.

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franklinchen avatar image franklinchen Citrus Yan commented ·

Hi @Paul Norton, the engineering team is actively investigating this crash issue, we realized that this may affect your release plan, I will provide this feedback to SDK team and try to get a workaround or a fix. I will let you know the update, thanks.

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