HI
I'm now in my 4th day of trying to track down the only crash I have in my app (which has been extremely difficult without source level access, symbol files or a decent debugger).
The problem seems to be restricted to the PC mobile viewer crashing only & it doesn't happen on the actual iDevice itself. (Which is good, but very inconvenient).
Using nFringe & log output has proven to be useless to get to the bottom of it - as I don't think the crash occurs in script code.
Rather than post up a lot of code; the general description of what I'm doing is:
I derive my own pawn base class from GamePawn which DOES NOT have a Mesh SkeletalMeshComponent, but rather has two StaticMeshComponents attached instead with a DynamicLightEnvironmentComponent
I derive my own controller class from AIController
From my base classes, I have several other derived classes that only modify the staticmesh assigned to the StaticMeshComponents
When I dynamically spawn in game (cycling through which pawn to spawn) - the pawn will render properly for 2-3 frames and then crash with no information as to what's going on ( I have stepped through this in the debugger).
Sometimes, I can successfully spawn dozens of these without incident.
Sometimes it will fail at the same spot for the same type of pawn - but if I change to spawn just that pawn - it can work fine.
My first thought was an uninitialised variable (I can't find any) or a problem with the renderer not handling dynamic pawn creation well for meshes that have 1200+ verts & 1600+ polys ???
I have tried MANY permutations to track this down:
Using a SkeletalMeshComponent & attaching, using 1 attachment, using 2 attachments, removing the lights, etc, etc - still crashes.
Stripping everything down to a test pawn & controller - which works consistently with 1 mesh set - but can crash consistently with another (higher poly count)
I actually have a fully working "mirrored" setup for a different set of pawn classes that works perfectly the way I expect; doing the same kind of stuff (lower poly)
So, I'm kind of left thinking it's a bug in the engine with the meshes I'm trying to use ??
I've looked at the DMP file in WinDB & Dumpchk, but without symbol info - I can't get anywhere.
If someone could take a quick look at it (I'm using Feb 2013 UDK) & see if any information leaps out I'd be very grateful.
The forum doesn't allow posting of anything other than (gif, jpg or txt files) - so I can't attach the dmp file.
Thanks
William
I'm now in my 4th day of trying to track down the only crash I have in my app (which has been extremely difficult without source level access, symbol files or a decent debugger).
The problem seems to be restricted to the PC mobile viewer crashing only & it doesn't happen on the actual iDevice itself. (Which is good, but very inconvenient).
Using nFringe & log output has proven to be useless to get to the bottom of it - as I don't think the crash occurs in script code.
Rather than post up a lot of code; the general description of what I'm doing is:
I derive my own pawn base class from GamePawn which DOES NOT have a Mesh SkeletalMeshComponent, but rather has two StaticMeshComponents attached instead with a DynamicLightEnvironmentComponent
I derive my own controller class from AIController
From my base classes, I have several other derived classes that only modify the staticmesh assigned to the StaticMeshComponents
When I dynamically spawn in game (cycling through which pawn to spawn) - the pawn will render properly for 2-3 frames and then crash with no information as to what's going on ( I have stepped through this in the debugger).
Sometimes, I can successfully spawn dozens of these without incident.
Sometimes it will fail at the same spot for the same type of pawn - but if I change to spawn just that pawn - it can work fine.
My first thought was an uninitialised variable (I can't find any) or a problem with the renderer not handling dynamic pawn creation well for meshes that have 1200+ verts & 1600+ polys ???
I have tried MANY permutations to track this down:
Using a SkeletalMeshComponent & attaching, using 1 attachment, using 2 attachments, removing the lights, etc, etc - still crashes.
Stripping everything down to a test pawn & controller - which works consistently with 1 mesh set - but can crash consistently with another (higher poly count)
I actually have a fully working "mirrored" setup for a different set of pawn classes that works perfectly the way I expect; doing the same kind of stuff (lower poly)
So, I'm kind of left thinking it's a bug in the engine with the meshes I'm trying to use ??
I've looked at the DMP file in WinDB & Dumpchk, but without symbol info - I can't get anywhere.
If someone could take a quick look at it (I'm using Feb 2013 UDK) & see if any information leaps out I'd be very grateful.
The forum doesn't allow posting of anything other than (gif, jpg or txt files) - so I can't attach the dmp file.
Thanks
William
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