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Build crashes with "Exceptions are not supported" #26
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Exceptions are indeed not supported. If you search for this message, it comes from Even if enabled, exception "support" is very rudimentary and acts only as a UE5Coro itself never throws exceptions, the problem is likely somewhere else in your project that I can't see or debug. |
• In the editor, I'm unable to reproduce it. It never runs into the function. I also could not really explain why it would come from ue5coro, but it happend with 2 completely un-related functions in my code and stopped completely when removing ue5coro. and even if it is not the fault of ue5coro, I feel like it a bit lacking in terms of debuggability... |
The It looks like you ended up in |
I know that, I found I'm also not really asking you to "fix it", I'm asking more for knowledge or help in how to better find out WHY this is happening. welp... |
I've received information from a studio using UE5Coro that helped me track down one situation where By default, exceptions are ON in the editor, and a SEH exception can be caused by something as simple as accessing nullptr. Assuming your issue is the same, this would explain why you only saw the issue in packaged. In the case of a timer, your code "worked" because SEH exceptions pass through regular function calls without doing anything special. It's just a different way that undefined behavior can play out. I'm not entirely sure what to do with that I'm reopening this until a decision is made. |
I can somewhat resolve my specific issue: we first got rid of ue5coro in our project and that worked out ... at first. but a few weeks later we encountered other random crashes in a build. ue5coro was most likely just "hiding" the inner issue. |
Thank you for the additional information. In 2.0, I'm currently planning to demote the |
This change has shipped in 1.10.3 and 2.0. |
No Stacktrace informations, and it does not happen nor log anything in the editor.
I have no idea how to debug it.
I just have a simple
FAsyncCoroutine
with a singleco_await UE5Coro::Latent::UnpausedSeconds(TimerDelay);
line in it.it also does not crash EVERY time, but across multiple machines it happens often enough to consider removing ue5coro, but I really like the convencience it provides.
Attaching a debugger at a published build also does not give me that much more information.
last stackframes are "ResumeCoro$1::catch", 3 unknown stackframes and then "ResumeCoro".
I changed the method to use the UE TimerManager and hadn't had the issue afterwards (or at least could not force enforce it).
UE5.3 | using currently version UE5coro 1.10.1
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