getsetgames/Fabric

Crashes the App with UE 4.13

DanielDewald opened this issue · 5 comments

We are using this plugin for our UE4 Game. However since our update to 4.13 the app crashes immediately after the splash screen. Here is a UDN Ticket that handles a similar issue (the crashes are practically identical): https://udn.unrealengine.com/questions/313309/crashed-when-using-afnetworking-after-updating-to.html

Any ideas regarding this?

Hey @DanielDewald sorry obviously we haven't looked at this for some time. Using Fabric hasn't been critical to alot of our work lately. Thanks for the investigation on this we have seen the same crash in 4.13 but the solution for now has been to remove Fabric from the project since it's not critical for our work.

Hey @robertfsegal Thanks for the reply. Since Crashlytics is pretty important for our processes, we've been working hard on finding a soultion for this and also have been talking to the fabric guys quite a while. Sadly they did not have the time and resources to fix the issue on their side, so we came up with a workaround, that allows us to at least keep using crashlytics in our released builds. The problem was the new memory poisoning introduced in 4.13. Appearently crashlytics frees some memory twice, so the memory poisoning causes a crash. Since this is disabled in the release build, iOS seems to generously overlook the fact that crashlytics is doing bad stuff with memory and just continous running. Not a perfect situation mind you but at least working for us so far.

Sounds good @DanielDewald. If you have any changes there that you'd be willing to share here would love to see them. Do you have an integration with Crashlytics to the extent that a crash and/or call stack gets reported back to Crashlytics? We've found their service very useful for previous native iOS/Objective-C apps but in terms of the full integration with UE4 we haven't had the time for it yet but sounds like you guys have done this?

Indeed we have. There is quite some manual labour involved at the moment (buidling a fake project externally to get to the framework files evertime we do an update for example). But by now we even have a more or less working solution for Android (Getting the binaries is even more work here so updates aren't fun). However this of course is in no way supported by Fabric itself. At least for the android part we needed to adjust the UPL part of the engine slightly (the changes are already in a pull request, so they might make it into the official code but it's not guaranteed) to get it working. And appearently crashlytics still has some issues with Android 5.0 and 6.0 regarding good stack traces. But so far the solution is at least partially working as far as we can tell. More testing is being done here as we speak.

Looking forward to whatever you might be able to share at the end of it all.