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Crash from android debug mode #83

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tiantianaixuexi opened this issue Dec 12, 2023 · 1 comment
Open

Crash from android debug mode #83

tiantianaixuexi opened this issue Dec 12, 2023 · 1 comment

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@tiantianaixuexi
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Hi, I'm using the latest gltfRuntime version to load the skeletal mesh. It runs very well under Windows, but in Android debugging mode, it will crash directly at breakpoints, and it does not crash in Android development mode. Can you help me check it out?

Engine Version : 5.1.1

1
pc 000000000e1ceef4 /data/app/~~4Aj1_iIcxFJncNziIeJ2Sg==/cn.bxtech.app-d5UyL4hjvK3HOSXl9DwT5g==/lib/arm64/libUnreal.so (FName FNameHelper::MakeDetectNumber(FWideStringViewWithWidth, EFindName)+300) [arm64-v8a::e9aee9afd592dde951f59fad9f25537e]

2
#1 pc 000000000e1cedb4 /data/app/~~4Aj1_iIcxFJncNziIeJ2Sg==/cn.bxtech.app-d5UyL4hjvK3HOSXl9DwT5g==/lib/arm64/libUnreal.so (FName::FName(char16_t const*, EFindName)+104) [arm64-v8a::e9aee9afd592dde951f59fad9f25537e]

3
pc 000000000b070868 /data/app/~~4Aj1_iIcxFJncNziIeJ2Sg==/cn.bxtech.app-d5UyL4hjvK3HOSXl9DwT5g==/lib/arm64/libUnreal.so (FglTFRuntimeParser::TraverseJoints(FReferenceSkeletonModifier&, int, int, FglTFRuntimeNode&, TArray<int, TSizedDefaultAllocator<32> > const&, TMap<int, FName, FDefaultSetAllocator, TDefaultMapHashableKeyFuncs<int, FName, false> >&, TMap<int, UE::Math::TMatrix, FDefaultSetAllocator, TDefaultMapHashableKeyFuncs<int, UE::Math::TMatrix, false> > const&, FglTFRuntimeSkeletonConfig const&)+736) [arm64-v8a::e9aee9afd592dde951f59fad9f25537e]

4
pc 000000000b090568 /data/app/~~4Aj1_iIcxFJncNziIeJ2Sg==/cn.bxtech.app-d5UyL4hjvK3HOSXl9DwT5g==/lib/arm64/libUnreal.so (FglTFRuntimeParser::TraverseJoints(FReferenceSkeletonModifier&, int, int, FglTFRuntimeNode&, TArray<int, TSizedDefaultAllocator<32> > const&, TMap<int, FName, FDefaultSetAllocator, TDefaultMapHashableKeyFuncs<int, FName, false> >&, TMap<int, UE::Math::TMatrix, FDefaultSetAllocator, TDefaultMapHashableKeyFuncs<int, UE::Math::TMatrix, false> > const&, FglTFRuntimeSkeletonConfig const&)+131040) [arm64-v8a::e9aee9afd592dde951f59fad9f25537e]

5
pc 000000000b090568 /data/app/~~4Aj1_iIcxFJncNziIeJ2Sg==/cn.bxtech.app-d5UyL4hjvK3HOSXl9DwT5g==/lib/arm64/libUnreal.so (FglTFRuntimeParser::TraverseJoints(FReferenceSkeletonModifier&, int, int, FglTFRuntimeNode&, TArray<int, TSizedDefaultAllocator<32> > const&, TMap<int, FName, FDefaultSetAllocator, TDefaultMapHashableKeyFuncs<int, FName, false> >&, TMap<int, UE::Math::TMatrix, FDefaultSetAllocator, TDefaultMapHashableKeyFuncs<int, UE::Math::TMatrix, false> > const&, FglTFRuntimeSkeletonConfig const&)+131040) [arm64-v8a::e9aee9afd592dde951f59fad9f25537e]

6
pc 000000000b090568 /data/app/~~4Aj1_iIcxFJncNziIeJ2Sg==/cn.bxtech.app-d5UyL4hjvK3HOSXl9DwT5g==/lib/arm64/libUnreal.so (FglTFRuntimeParser::TraverseJoints(FReferenceSkeletonModifier&, int, int, FglTFRuntimeNode&, TArray<int, TSizedDefaultAllocator<32> > const&, TMap<int, FName, FDefaultSetAllocator, TDefaultMapHashableKeyFuncs<int, FName, false> >&, TMap<int, UE::Math::TMatrix, FDefaultSetAllocator, TDefaultMapHashableKeyFuncs<int, UE::Math::TMatrix, false> > const&, FglTFRuntimeSkeletonConfig const&)+131040) [arm64-v8a::e9aee9afd592dde951f59fad9f25537e]

7
pc 000000000b090568 /data/app/~~4Aj1_iIcxFJncNziIeJ2Sg==/cn.bxtech.app-d5UyL4hjvK3HOSXl9DwT5g==/lib/arm64/libUnreal.so (FglTFRuntimeParser::TraverseJoints(FReferenceSkeletonModifier&, int, int, FglTFRuntimeNode&, TArray<int, TSizedDefaultAllocator<32> > const&, TMap<int, FName, FDefaultSetAllocator, TDefaultMapHashableKeyFuncs<int, FName, false> >&, TMap<int, UE::Math::TMatrix, FDefaultSetAllocator, TDefaultMapHashableKeyFuncs<int, UE::Math::TMatrix, false> > const&, FglTFRuntimeSkeletonConfig const&)+131040) [arm64-v8a::e9aee9afd592dde951f59fad9f25537e]

8
pc 000000000b06c91c /data/app/~~4Aj1_iIcxFJncNziIeJ2Sg==/cn.bxtech.app-d5UyL4hjvK3HOSXl9DwT5g==/lib/arm64/libUnreal.so (FglTFRuntimeParser::FillReferenceSkeleton(TSharedRef<FJsonObject, (ESPMode)1>, FReferenceSkeleton&, TMap<int, FName, FDefaultSetAllocator, TDefaultMapHashableKeyFuncs<int, FName, false> >&, FglTFRuntimeSkeletonConfig const&)+1340) [arm64-v8a::e9aee9afd592dde951f59fad9f25537e]

9
pc 000000000b11aad4 /data/app/~~4Aj1_iIcxFJncNziIeJ2Sg==/cn.bxtech.app-d5UyL4hjvK3HOSXl9DwT5g==/lib/arm64/libUnreal.so (FglTFRuntimeParser::LoadSkinnedMeshRecursiveAsRuntimeLOD(FString const&, int&, TArray<FString, TSizedDefaultAllocator<32> > const&, FglTFRuntimeMeshLOD&, FglTFRuntimeMaterialsConfig const&, FglTFRuntimeSkeletonConfig const&)+3040) [arm64-v8a::e9aee9afd592dde951f59fad9f25537e]

10
pc 000000000b119a44 /data/app/~~4Aj1_iIcxFJncNziIeJ2Sg==/cn.bxtech.app-d5UyL4hjvK3HOSXl9DwT5g==/lib/arm64/libUnreal.so (FglTFRuntimeParser::LoadSkeletalMeshRecursive(FString const&, int, TArray<FString, TSizedDefaultAllocator<32> > const&, FglTFRuntimeSkeletalMeshConfig const&)+120) [arm64-v8a::e9aee9afd592dde951f59fad9f25537e]

11
pc 000000000b00e370 /data/app/~~4Aj1_iIcxFJncNziIeJ2Sg==/cn.bxtech.app-d5UyL4hjvK3HOSXl9DwT5g==/lib/arm64/libUnreal.so (UglTFRuntimeAsset::LoadSkeletalMeshRecursive(FString const&, TArray<FString, TSizedDefaultAllocator<32> > const&, FglTFRuntimeSkeletalMeshConfig const&)+308) [arm64-v8a::e9aee9afd592dde951f59fad9f25537e]

12
pc 000000000afcdb50 /data/app/~~4Aj1_iIcxFJncNziIeJ2Sg==/cn.bxtech.app-d5UyL4hjvK3HOSXl9DwT5g==/lib/arm64/libUnreal.so (UglTFRuntimeAsset::execLoadSkeletalMeshRecursive(UObject*, FFrame&, void*)+636) [arm64-v8a::e9aee9afd592dde951f59fad9f25537e]

20231123095640450.zip

@rdeioris
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Hi, sorry for the late, Can you try with latest master branch ?

Thanks

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