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Shipping build of the game crashes on iOS with the following message:
*** error for object %p: pointer being freed was not allocated
> MyGame-IOS-Shipping > MyGame-IOS-Shipping(45544,0x16be63000) malloc: *** error for object 0x4000000: pointer being freed was not allocated
According to captured crash call stacks the above error can come from a variety of places in plugin source code depending on the user's game flow (see the attachments). In some cases it can be "fixed" by not freeing up memory which was allocated for certain structs that the plugin's API exposes however that introduces memory leaks and doesn't feel like a proper solution by any means.
Shipping build of the game is distributed via TestFlight and that's the only scenario when crash can be reproduced. The development build has been tested on several iOS devices and this configuration works as expected.
Also, here's an article that describes somewhat a similar problem but the suggested workaround doesn't seem to be applicable for engine downloaded via Epic Games launcher.
Yes. Same here. 🤚🏼
The interesting part is that when developing we didn't encounter those - probably because when developing - the ide holds a lot of pointers to those memory areas. and when shipping we immediately encounter them.
In our experience - this happened when our .proto had a bytes type. But I saw that happens in a few other places - memory got allocated and immediately deallocated on ios when shipping.
Shipping build of the game crashes on iOS with the following message:
According to captured crash call stacks the above error can come from a variety of places in plugin source code depending on the user's game flow (see the attachments). In some cases it can be "fixed" by not freeing up memory which was allocated for certain structs that the plugin's API exposes however that introduces memory leaks and doesn't feel like a proper solution by any means.
Callstack1.txt
Callstack2.txt
Callstack3.txt
Shipping build of the game is distributed via TestFlight and that's the only scenario when crash can be reproduced. The development build has been tested on several iOS devices and this configuration works as expected.
Also, here's an article that describes somewhat a similar problem but the suggested workaround doesn't seem to be applicable for engine downloaded via Epic Games launcher.
Additional info:
TurboLink plugin version: 1.3
Unreal Engine version: UE 5.3 (binary distribution)
macOS: 14.2.1
iOS: 17.2.1, 16.5
Xcode: 15.2
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