ptitSeb / box64

Box64 - Linux Userspace x86_64 Emulator with a twist, targeted at ARM64 Linux devices
https://box86.org
MIT License
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Satisfactory Dedicated Server #1046

Open arminmiau opened 1 year ago

arminmiau commented 1 year ago

Hello, I'm trying to run a Satisfactory Dedicated Server in an arm64 VM running in the cloud. Using Box86 for the steamcmd and Box64 for the dedicated server.

When starting the server, Box64 kicks in, a lot of 'Using emulated ...' logs get printed, but at one point it always halts and nothing happens anymore. The process fully blocks the cpu core.

The terminal output: terminal output.txt

ptitSeb commented 9 months ago

I have pushed some major changes to the elfloader of box64. Can you try again, I think it has improved things.

arminmiau commented 9 months ago

Sorry but I'm unable to try again, because I have lost access to that VM (because I have a new boot drive and didn't copy the ssh key) and I cannot create a new one right now because Oracle Cloud seems to be out of capacity for free VMs. I don't have any arm64 CPUs at home.

I wouldn't have actually thought that this issue would be addressed at sometime. I was just playing around trying to get a free Satisfactory server running.

I can try if I can spin up a new VM in the next days, but I don't know how long it takes for Oracle Cloud to create new capacity, else I don't have any ways of testing this.

Thanks for replying though!

Vixea commented 9 months ago

I have a pi at home I could totally test this.

Kneemund commented 8 months ago

This seems to be fixed, the server starts fine now. However, it immediately crashes after joining.

I have two different crash logs so far, here are the parts that I deemed to be relevant:

Crash Log 1 ``` [2024.03.12-01.46.48:147][509]LogNavigationDataBuild: Display: ProcessTileTasksAndGetUpdatedTiles build time: 23.33s [2024.03.12-01.46.49:450][548]LogNavigationDataBuild: Display: ProcessTileTasksAndGetUpdatedTiles build time: 24.64s [2024.03.12-01.46.51:122][598]LogNavigationDataBuild: Display: ProcessTileTasksAndGetUpdatedTiles build time: 26.31s [2024.03.12-01.46.52:230][631]LogDTLSHandler: Error: DoHandshake: Handshaking failed with result: -1 error: 1 [2024.03.12-01.46.53:193][660]LogNavigationDataBuild: Display: ProcessTileTasksAndGetUpdatedTiles build time: 28.38s [2024.03.12-01.46.55:064][716]LogNavigationDataBuild: Display: ProcessTileTasksAndGetUpdatedTiles build time: 30.25s Assertion failed: !bShouldEnforceAllocMarks || NumMarks > 0 [File:Runtime/Core/Public\Misc/MemStack.h] [Line: 122] [2024.03.12-01.46.55:751][736]LogCore: Error: appError called: Assertion failed: !bShouldEnforceAllocMarks || NumMarks > 0 [File:Runtime/Core/Public\Misc/MemStack.h] [Line: 122] Signal 11 caught. Malloc Size=262146 LargeMemoryPoolOffset=262162 CommonUnixCrashHandler: Signal=11 [2024.03.12-01.46.55:762][736]LogCore: === Critical error: === Unhandled Exception: SIGSEGV: invalid attempt to read memory at address 0x0000000000000003 [2024.03.12-01.46.55:766][736]LogCore: Assertion failed: !bShouldEnforceAllocMarks || NumMarks > 0 [File:Runtime/Core/Public\Misc/MemStack.h] [Line: 122] 0x00007fff46142605 libUnrealServer-AnimGraphRuntime-Linux-Shipping.so!TArray, TMemStackAllocator<0u> >::ResizeTo(int) [C:/BuildAgent2/work/607eee041ab2bfcf/UE4/Engine/Source/Runtime/Core/Public/Containers/Array.h:2964] 0x00007fff46138bee libUnrealServer-AnimGraphRuntime-Linux-Shipping.so!FBaseCompactPose >::SetBoneContainer(FBoneContainer const*) [C:/BuildAgent2/work/607eee041ab2bfcf/UE4/Engine/Source/Runtime/Engine/Public/BonePose.h:153] 0x00007fff460ddacc libUnrealServer-AnimGraphRuntime-Linux-Shipping.so!FAnimNode_RandomPlayer::Evaluate_AnyThread(FPoseContext&) [C:/BuildAgent2/work/607eee041ab2bfcf/UE4/Engine/Source/./Runtime/AnimGraphRuntime/Private/AnimNodes/AnimNode_RandomPlayer.cpp:290] 0x00007fff0355fe99 libUnrealServer-Engine-Linux-Shipping.so!FAnimNode_Root::Evaluate_AnyThread(FPoseContext&) [C:/BuildAgent2/work/607eee041ab2bfcf/UE4/Engine/Source/./Runtime/Engine/Private/Animation/AnimNode_Root.cpp:35] 0x00007fff03566ae8 libUnrealServer-Engine-Linux-Shipping.so!FAnimNode_StateMachine::Evaluate_AnyThread(FPoseContext&) [C:/BuildAgent2/work/607eee041ab2bfcf/UE4/Engine/Source/./Runtime/Engine/Private/Animation/AnimNode_StateMachine.cpp:886] 0x00007fff0355fe99 libUnrealServer-Engine-Linux-Shipping.so!FAnimNode_Root::Evaluate_AnyThread(FPoseContext&) [C:/BuildAgent2/work/607eee041ab2bfcf/UE4/Engine/Source/./Runtime/Engine/Private/Animation/AnimNode_Root.cpp:35] 0x00007fff03509aea libUnrealServer-Engine-Linux-Shipping.so!UAnimInstance::ParallelEvaluateAnimation(bool, USkeletalMesh const*, FParallelEvaluationData&) [C:/BuildAgent2/work/607eee041ab2bfcf/UE4/Engine/Source/./Runtime/Engine/Private/Animation/AnimInstance.cpp:824] 0x00007fff0385d116 libUnrealServer-Engine-Linux-Shipping.so!USkeletalMeshComponent::PerformAnimationProcessing(USkeletalMesh const*, UAnimInstance*, bool, TArray, TSizedDefaultAllocator<32> >&, TArray, TSizedDefaultAllocator<32> >&, UE::Math::TVector&, FBlendedHeapCurve&, UE::Anim::FMeshAttributeContainer&) [C:/BuildAgent2/work/607eee041ab2bfcf/UE4/Engine/Source/./Runtime/Engine/Private/Components/SkeletalMeshComponent.cpp:2078] 0x00007fff0385ff8a libUnrealServer-Engine-Linux-Shipping.so!USkeletalMeshComponent::ParallelAnimationEvaluation() [C:/BuildAgent2/work/607eee041ab2bfcf/UE4/Engine/Source/./Runtime/Engine/Private/Components/SkeletalMeshComponent.cpp:4019] 0x00007fff038b85f8 libUnrealServer-Engine-Linux-Shipping.so!TGraphTask::ExecuteTask(TArray >&, ENamedThreads::Type, bool) [C:/BuildAgent2/work/607eee041ab2bfcf/UE4/Engine/Source/Runtime/Core/Public/Async/TaskGraphInterfaces.h:1310] 0x00007fff004610cd libUnrealServer-Core-Linux-Shipping.so!LowLevelTasks::TTaskDelegate::TTaskDelegateImpl(char16_t const*, LowLevelTasks::ETaskPriority, FTaskGraphCompatibilityImplementation::QueueTask(FBaseGraphTask*, bool, ENamedThreads::Type, ENamedThreads::Type)::'lambda'()&&, LowLevelTasks::ETaskFlags)::'lambda'(bool), false>::CallAndMove(LowLevelTasks::TTaskDelegate&, void*, unsigned int, bool) [C:/BuildAgent2/work/607eee041ab2bfcf/UE4/Engine/Source/Runtime/Core/Public/Async/Fundamental/TaskDelegate.h:171] 0x00007fff004542e9 libUnrealServer-Core-Linux-Shipping.so!LowLevelTasks::FScheduler::ExecuteTask(LowLevelTasks::FTask*&) [C:/BuildAgent2/work/607eee041ab2bfcf/UE4/Engine/Source/./Runtime/Core/Private/Async/Fundamental/Scheduler.cpp:150] 0x00007fff00422e89 libUnrealServer-Core-Linux-Shipping.so!LowLevelTasks::FScheduler::WorkerMain(LowLevelTasks::FSleepEvent*, LowLevelTasks::TLocalQueueRegistry<1024u>::TLocalQueue*, unsigned int, bool) [C:/BuildAgent2/work/607eee041ab2bfcf/UE4/Engine/Source/./Runtime/Core/Private/Async/Fundamental/Scheduler.cpp:378] 0x00007fff0053089f libUnrealServer-Co 0x9625940000000000 !UnknownFunction() [2024.03.12-01.46.55:772][736]LogExit: Executing StaticShutdownAfterError Engine crash handling finished; re-raising signal 11 for the default handler. Good bye. 0141|SIGSEGV @0xffffbe970a10 (???(/lib/aarch64-linux-gnu/libc.so.6+0x80a10)) (x64pc=0x409b3/???:"???", rsp=0x64a5dc78, stack=0xffffb6979000:0xffffb6b79000 own=0xffffb6979000 fp=0x7fff46142605), for accessing 0x3e800000084 (code=-6/prot=0), db=(nil)((nil):(nil)/(nil):(nil)/???:clean, hash:0/0) handler=(nil) RSP-0x20:0x0000000500000005 RSP-0x18:0x0000000064a5e7e0 RSP-0x10:0x00000000393ea490 RSP-0x08:0x0000000000000724 RSP+0x00:0x00007fff0073fa7d RSP+0x08:0x0000000000000000 RSP+0x10:0x0000000000000000 RSP+0x18:0x0000000000000000 RAX:0x0000000000000000 RCX:0x0000000000000000 RDX:0x0000000000000000 RBX:0x0000000000230350 RSP:0x0000000064a5dc78 RBP:0x00007fff46142605 RSI:0x0000000064a5ddd0 RDI:0x000000000000000b R8:0x00007fff00267ea0 R9:0x0000000000000000 R10:0x0000000000000000 R11:0x0000000000000000 R12:0x0000000064a62ba8 R13:0x0000000000000000 R14:0x0000000064a5e7e0 R15:0x000000000000000b ES:0x002b CS:0x0033 SS:0x002b DS:0x002b FS:0x0043 GS:0x0053 Segmentation fault (core dumped) ```
Crash Log 2 ``` [2024.03.12-01.50.43:332][513]LogBeacon: OnlineBeaconHost_2147481744[IpConnection_2147479961]: Handshake complete. [2024.03.12-01.50.46:176][598]LogAkAudio: Warning: UAkGameplayStatics::StopActor: Could not retrieve audio device. Assertion failed: Index >= 0 && Index < MaxElements [File:Runtime/CoreUObject/Public\UObject/UObjectArray.h] [Line: 388] [2024.03.12-01.51.16:132][598]LogCore: Error: appError called: Assertion failed: Index >= 0 && Index < MaxElements [File:Runtime/CoreUObject/Public\UObject/UObjectArray.h] [Line: 388] Signal 11 caught. Malloc Size=262146 LargeMemoryPoolOffset=262162 CommonUnixCrashHandler: Signal=11 [2024.03.12-01.51.16:143][598]LogCore: === Critical error: === Unhandled Exception: SIGSEGV: invalid attempt to read memory at address 0x0000000000000003 [2024.03.12-01.51.16:147][598]LogCore: Assertion failed: Index >= 0 && Index < MaxElements [File:Runtime/CoreUObject/Public\UObject/UObjectArray.h] [Line: 388] 0x00007fff014f01b6 libUnrealServer-CoreUObject-Linux-Shipping.so!FChunkedFixedUObjectArray::ExpandChunksToIndex(int) [C:/BuildAgent2/work/607eee041ab2bfcf/UE4/Engine/Source/Runtime/CoreUObject/Public/UObject/UObjectArray.h:388] 0x00007fff014d9075 libUnrealServer-CoreUObject-Linux-Shipping.so!FUObjectArray::AllocateUObjectIndex(UObjectBase*, int, int) [C:/BuildAgent2/work/607eee041ab2bfcf/UE4/Engine/Source/./Runtime/CoreUObject/Private/UObject/UObjectArray.cpp:229] 0x00007fff014d98b5 libUnrealServer-CoreUObject-Linux-Shipping.so!UObjectBase::AddObject(FName, EInternalObjectFlags, int, int) [C:/BuildAgent2/work/607eee041ab2bfcf/UE4/Engine/Source/./Runtime/CoreUObject/Private/UObject/UObjectBase.cpp:221] 0x00007fff014e4661 libUnrealServer-CoreUObject-Linux-Shipping.so!StaticAllocateObject(UClass const*, UObject*, FName, EObjectFlags, EInternalObjectFlags, bool, bool*, UPackage*) [C:/BuildAgent2/work/607eee041ab2bfcf/UE4/Engine/Source/./Runtime/CoreUObject/Private/UObject/UObjectGlobals.cpp:3422] 0x00007fff014e35bc libUnrealServer-CoreUObject-Linux-Shipping.so!StaticConstructObject_Internal(FStaticConstructObjectParameters const&) [C:/BuildAgent2/work/607eee041ab2bfcf/UE4/Engine/Source/./Runtime/CoreUObject/Private/UObject/UObjectGlobals.cpp:4321] 0x00007fffcb68eef5 libUnrealServer-FactoryGame-Linux-Shipping.so!AFGConveyorBeltHologram::UpdateSplineComponent() [C:/BuildAgent2/work/607eee041ab2bfcf/UE4/Engine/Source/./../../FactoryGame/Source/FactoryGame/Private/Hologram/FGConveyorBeltHologram.cpp:1418] 0x00007fffcb688fe8 libUnrealServer-FactoryGame-Linux-Shipping.so!AFGConveyorBeltHologram::BeginPlay() [C:/BuildAgent2/work/607eee041ab2bfcf/UE4/Engine/Source/./../../FactoryGame/Source/FactoryGame/Private/Hologram/FGConveyorBeltHologram.cpp:55] 0x00007fff034629b6 libUnrealServer-Engine-Linux-Shipping.so!AActor::DispatchBeginPlay(bool) [C:/BuildAgent2/work/607eee041ab2bfcf/UE4/Engine/Source/./Runtime/Engine/Private/Actor.cpp:4172] 0x00007fff034623c5 libUnrealServer-Engine-Linux-Shipping.so!AActor::PostActorConstruction() [C:/BuildAgent2/work/607eee041ab2bfcf/UE4/Engine/Source/./Runtime/Engine/Private/Actor.cpp:3960] 0x00007fff03454050 libUnrealServer-Engine-Linux-Shipping.so!AActor::FinishSpawning(UE::Math::TTransform const&, bool, FComponentInstanceDataCache const*, ESpawnActorScaleMethod) [C:/BuildAgent2/work/607eee041ab2bfcf/UE4/Engine/Source/./Runtime/Engine/Private/Actor.cpp:3858] 0x00007fffcb6bdc03 libUnrealServer-FactoryGame-Linux-Shipping.so!AFGHologram::SpawnHologramFromRecipe(TSubclassOf, AFGHologram*, AActor*, UE::Math::TVector, APawn*) [C:/BuildAgent2/work/607eee041ab2bfcf/UE4/Engine/Source/./../../FactoryGame/Source/FactoryGame/Private/Hologram/FGHologram.cpp:165] 0x00007fffcb35a7e5 libUnrealServer-FactoryGame-Linux-Shipping.so!UFGBuildGunStateBuild::InternalSpawnHologram() [C:/BuildAgent2/work/607eee041ab2bfcf/UE4/Engine/Source/./../../FactoryGame/Source/FactoryGame/Private/Equipment/FGBuildGunBuild.cpp:1593] 0x00007fffcb358dd6 libUnrealServer-FactoryGame-Linux-Shipping.so!UFGBuildGunStateBuild::SpawnHologram() [C:/BuildAgent2/work/607eee041ab2bfcf/UE4/Engine/Source/./../../FactoryGame/Source/FactoryGame/Private/Equipment/FGBuildGunBuild.cpp:1178] 0x00007fffcb3550f0 libUnrealServer-FactoryGame-Linux-Shipping.so!UFGBuildGunStateBuild::SetActiveRecipe(TSubclassOf) [C:/BuildAgent2/work/607eee041ab2bfcf/UE4/Engine/Source/./../../FactoryGame/Source/FactoryGame/Private/Equipment/FGBuildGunBuild.cpp:1038] 0x00007fffcb352431 libUnrealServer-FactoryGame-Linux-Shipping.so!AFGBuildGun::GotoBuildState(TSubclassOf) [C:/BuildAgent2/work/607eee041ab2bfcf/UE4/Engine/Source/./../../FactoryGame/Source/FactoryGame/Private/Equipment/FGBuildGun.cpp:1066] 0x00007fffcb035810 libUnrealServer-FactoryGame-Linux-Shipping.so!AFGBuildGun::execServer_GotoBuildState(UObject*, FFrame&, void*) [C:/BuildAgent2/work/607eee041ab2bfcf/UE4/Engine/Source/./../../FactoryGame/Intermediate/Build/Linux/UnrealServer/Inc/FactoryGame/UHT/FGBuildGun.gen.cpp:1769] 0x00007fff012cdb87 libUnrealServer-CoreUObject-Li 0x0072007400000000 !UnknownFunction() [2024.03.12-01.51.16:153][598]LogExit: Executing StaticShutdownAfterError Engine crash handling finished; re-raising signal 11 for the default handler. Good bye. 0179|SIGSEGV @0xffffb40e0a10 (???(/lib/aarch64-linux-gnu/libc.so.6+0x80a10)) (x64pc=0x409b3/???:"???", rsp=0x63fedc78, stack=0xffffb36c0000:0xffffb3ec0000 own=(nil) fp=0x7fff014f01b6), for accessing 0x3e8000000b3 (code=-6/prot=0), db=(nil)((nil):(nil)/(nil):(nil)/???:clean, hash:0/0) handler=(nil) RSP-0x20:0x0000000500000005 RSP-0x18:0x0000000063fee7e0 RSP-0x10:0x000000003616b490 RSP-0x08:0x0000000000000724 RSP+0x00:0x00007fff0073fa7d RSP+0x08:0x0000000000000000 RSP+0x10:0x0000000000000000 RSP+0x18:0x0000000000000000 RAX:0x0000000000000000 RCX:0x0000000000000000 RDX:0x0000000000000000 RBX:0x0000000000230350 RSP:0x0000000063fedc78 RBP:0x00007fff014f01b6 RSI:0x0000000063feddd0 RDI:0x000000000000000b R8:0x00007fff00267ea0 R9:0x0000000000000000 R10:0x0000000000000000 R11:0x0000000000000000 R12:0x0000000063ff2ba8 R13:0x0000000000000000 R14:0x0000000063fee7e0 R15:0x000000000000000b ES:0x002b CS:0x0033 SS:0x002b DS:0x002b FS:0x0043 GS:0x0053 Segmentation fault (core dumped) ```

Please let me know if the full log (or different parts of it) are needed. Technically, this issue could be closed and I could open another one instead.

Rabenherz112 commented 6 months ago

Hey @Kneemund did you get it fixed? I am currently having the same issues.

frustaci commented 2 months ago

We are running on oracle free tier, arm64 ubuntu 24.04.1, running from locally compiled main branch of box64, and getting same issue on MemStack.h with Satisfactory dedi.

In fact, many dedicated servers executables, despite different engines, suffer random memory crashes, sometimes you are able to connect, only to get a random memory related crash later on, depending on each game server or each engine.

It only got worse past 6 months, that makes me worry there's a deep rooted memory bug with box64, if only i could find a lead for it.

frustaci commented 2 months ago

Here's a trace build with show segv.

SEGV ``` [2024.09.01-12.33.46:599][571]LogNavigationDataBuild: Display: ProcessTileTasksAndGetUpdatedTiles build time: 296.91s Assertion failed: !bShouldEnforceAllocMarks || NumMarks > 0 [File:Runtime/Core/Public\Misc/MemStack.h] [Line: 122] [2024.09.01-12.33.52:278][738]LogCore: Error: appError called: Assertion failed: !bShouldEnforceAllocMarks || NumMarks > 0 [File:Runtime/Core/Public\Misc/MemStack.h] [Line: 122] 147956|SIGSEGV @0xe9c7b9d53fe4 (???(0xe9c7b9d53fe4)) (x64pc=0x7fff00492087/"/home/ubuntu/SatisfactoryDedicatedServer/Engine/Binaries/Linux/libUnrealServer-Core-Linux-Shipping.so/_ZN20FGenericPlatformMisc14RaiseExceptionEj + 0x97", rsp=0xe9c8483fd140, stack=0xe9c848200000:0xe9c848400000 own=0xe9c848200000 fp=0x200), for accessing 0x3 (code=1/prot=0), db=0xe9c7b9e9f120(0xe9c7b9d53fe0:0xe9c7b9d54058/0x7fff00492087:0x7fff00492094//home/ubuntu/SatisfactoryDedicatedServer/Engine/Binaries/Linux/libUnrealServer-Core-Linux-Shipping.so/_ZN20FGenericPlatformMisc14RaiseExceptionEj + 0x97:clean, hash:5fe4775e/5fe4775e) handler=0x7fff0073fee0 RAX:0x00007fff00b23900 RCX:0x0000000078eeb000 RDX:0x0000000000000000 RBX:0x0000000000000001 RSP:0x0000e9c8483fd140 RBP:0x000000009c8e1544 RSI:0x0000000000000001 RDI:0x0000000000000014 R8:0x0000000000000075 R9:0x0000e9c8483fcb48 R10:0x0000000000000000 R11:0x0000000000000000 R12:0x00007fff4607cc30 R13:0x00007fff46142605 R14:0x0000000000000000 R15:0x00007fff0b1cc968 ES:0x002b CS:0x0033 SS:0x002b DS:0x002b FS:0x0043 GS:0x0053 RSP-0x20:0x0000000000000000 RSP-0x18:0x00007fff0b1cc968 RSP-0x10:0x000000009c8e1544 RSP-0x08:0x00007fff00492087 RSP+0x00:0x00000005dab1f000 RSP+0x08:0x0000000000000000 RSP+0x10:0x0000000000001000 RSP+0x18:0x0000000000001000 Signal 11 caught. Malloc Size=262146 LargeMemoryPoolOffset=262162 CommonUnixCrashHandler: Signal=11 [2024.09.01-12.33.52:291][738]LogCore: === Critical error: === Unhandled Exception: SIGSEGV: invalid attempt to read memory at address 0x0000000000000003 [2024.09.01-12.33.52:295][738]LogCore: Assertion failed: !bShouldEnforceAllocMarks || NumMarks > 0 [File:Runtime/Core/Public\Misc/MemStack.h] [Line: 122] 0x00007fff46142605 libUnrealServer-AnimGraphRuntime-Linux-Shipping.so!TArray, TMemStackAllocator<0u> >::ResizeTo(int) [C:/BuildAgent2/work/607eee041ab2bfcf/UE4/Engine/Source/Runtime/Core/Public/Containers/Array.h:2964] 0x00007fff46138bee libUnrealServer-AnimGraphRuntime-Linux-Shipping.so!FBaseCompactPose >::SetBoneContainer(FBoneContainer const*) [C:/BuildAgent2/work/607eee041ab2bfcf/UE4/Engine/Source/Runtime/Engine/Public/BonePose.h:153] 0x00007fff460ddacc libUnrealServer-AnimGraphRuntime-Linux-Shipping.so!FAnimNode_RandomPlayer::Evaluate_AnyThread(FPoseContext&) [C:/BuildAgent2/work/607eee041ab2bfcf/UE4/Engine/Source/./Runtime/AnimGraphRuntime/Private/AnimNodes/AnimNode_RandomPlayer.cpp:290] 0x00007fff0355fe99 libUnrealServer-Engine-Linux-Shipping.so!FAnimNode_Root::Evaluate_AnyThread(FPoseContext&) [C:/BuildAgent2/work/607eee041ab2bfcf/UE4/Engine/Source/./Runtime/Engine/Private/Animation/AnimNode_Root.cpp:35] 0x00007fff03566ae8 libUnrealServer-Engine-Linux-Shipping.so!FAnimNode_StateMachine::Evaluate_AnyThread(FPoseContext&) [C:/BuildAgent2/work/607eee041ab2bfcf/UE4/Engine/Source/./Runtime/Engine/Private/Animation/AnimNode_StateMachine.cpp:886] 0x00007fff0355fe99 libUnrealServer-Engine-Linux-Shipping.so!FAnimNode_Root::Evaluate_AnyThread(FPoseContext&) [C:/BuildAgent2/work/607eee041ab2bfcf/UE4/Engine/Source/./Runtime/Engine/Private/Animation/AnimNode_Root.cpp:35] 0x00007fff03509aea libUnrealServer-Engine-Linux-Shipping.so!UAnimInstance::ParallelEvaluateAnimation(bool, USkeletalMesh const*, FParallelEvaluationData&) [C:/BuildAgent2/work/607eee041ab2bfcf/UE4/Engine/Source/./Runtime/Engine/Private/Animation/AnimInstance.cpp:824] 0x00007fff0385d116 libUnrealServer-Engine-Linux-Shipping.so!USkeletalMeshComponent::PerformAnimationProcessing(USkeletalMesh const*, UAnimInstance*, bool, TArray, TSizedDefaultAllocator<32> >&, TArray, TSizedDefaultAllocator<32> >&, UE::Math::TVector&, FBlendedHeapCurve&, UE::Anim::FMeshAttributeContainer&) [C:/BuildAgent2/work/607eee041ab2bfcf/UE4/Engine/Source/./Runtime/Engine/Private/Components/SkeletalMeshComponent.cpp:2078] 0x00007fff0385ff8a libUnrealServer-Engine-Linux-Shipping.so!USkeletalMeshComponent::ParallelAnimationEvaluation() [C:/BuildAgent2/work/607eee041ab2bfcf/UE4/Engine/Source/./Runtime/Engine/Private/Components/SkeletalMeshComponent.cpp:4019] 0x00007fff038b85f8 libUnrealServer-Engine-Linux-Shipping.so!TGraphTask::ExecuteTask(TArray >&, ENamedThreads::Type, bool) [C:/BuildAgent2/work/607eee041ab2bfcf/UE4/Engine/Source/Runtime/Core/Public/Async/TaskGraphInterfaces.h:1310] 0x00007fff004610cd libUnrealServer-Core-Linux-Shipping.so!LowLevelTasks::TTaskDelegate::TTaskDelegateImpl(char16_t const*, LowLevelTasks::ETaskPriority, FTaskGraphCompatibilityImplementation::QueueTask(FBaseGraphTask*, bool, ENamedThreads::Type, ENamedThreads::Type)::'lambda'()&&, LowLevelTasks::ETaskFlags)::'lambda'(bool), false>::CallAndMove(LowLevelTasks::TTaskDelegate&, void*, unsigned int, bool) [C:/BuildAgent2/work/607eee041ab2bfcf/UE4/Engine/Source/Runtime/Core/Public/Async/Fundamental/TaskDelegate.h:171] 0x00007fff004542e9 libUnrealServer-Core-Linux-Shipping.so!LowLevelTasks::FScheduler::ExecuteTask(LowLevelTasks::FTask*&) [C:/BuildAgent2/work/607eee041ab2bfcf/UE4/Engine/Source/./Runtime/Core/Private/Async/Fundamental/Scheduler.cpp:150] 0x00007fff00422e89 libUnrealServer-Core-Linux-Shipping.so!LowLevelTasks::FScheduler::WorkerMain(LowLevelTasks::FSleepEvent*, LowLevelTasks::TLocalQueueRegistry<1024u>::TLocalQueue*, unsigned int, bool) [C:/BuildAgent2/work/607eee041ab2bfcf/UE4/Engine/Source/./Runtime/Core/Private/Async/Fundamental/Scheduler.cpp:378] 0x00007fff0053089f libUnrealServer-Co 0x9c8e19e000000000 !UnknownFunction() [2024.09.01-12.33.52:301][738]LogExit: Executing StaticShutdownAfterError Engine crash handling finished; re-raising signal 11 for the default handler. Good bye. 147956|SIGSEGV @0xe9c8503f7628 (???(/lib/aarch64-linux-gnu/libc.so.6+0x87628)) (x64pc=0x409b3/"???", rsp=0x64a5da20, stack=0xe9c848200000:0xe9c848400000 own=0xe9c848200000 fp=0x7fff46142605), for accessing 0x3e9000241eb (code=-6/prot=0), db=(nil)((nil):(nil)/(nil):(nil)/???:clean, hash:0/0) handler=(nil) RSP-0x20:0x0000000500000005 RSP-0x18:0x0000000064a5e588 RSP-0x10:0x00000000436b1b60 RSP-0x08:0x0000000000000724 RSP+0x00:0x00007fff0073fa7d RSP+0x08:0x0000000000000000 RSP+0x10:0x0000000000000000 RSP+0x18:0x0000000000000000 RAX:0x0000000000000000 RCX:0x0000000000000000 RDX:0x0000000000000000 RBX:0x0000000000230350 RSP:0x0000000064a5da20 RBP:0x00007fff46142605 RSI:0x0000000064a5db78 RDI:0x000000000000000b R8:0x00007fff00267ea0 R9:0x0000000000000000 R10:0x0000000000000000 R11:0x0000000000000000 R12:0x0000000064a62868 R13:0x0000000000000000 R14:0x0000000064a5e588 R15:0x000000000000000b ES:0x002b CS:0x0033 SS:0x002b DS:0x002b FS:0x0043 GS:0x0053 Segmentation fault (core dumped) ```
Yurikusu commented 3 weeks ago

I am using oracle free tier, arm64 ubuntu 20.04.1 and i seem to have the same problem as you Is there any update on that problem? Were you able to fix it?

frustaci commented 3 weeks ago

Not rly. It seems to affect every unreal game though. Im not even sure its memory related, for all i know it could be caused by templatized c++ code in UE. I had a go with Ai writing me a threaded c++ allocation deallocation memory test app and it works just fine when cross compiled and ran with box64.

bobthebigbat commented 2 weeks ago

I'm seeing the same crash when creating a new Game on oracle, arm64 Ubuntu 22.04.5 LTS. [There is a '24.04.1 LTS' version available if that works]

Yurikusu commented 2 weeks ago

It's seems that satisfactory can't run on a arm64 even through emulator, because some libraries can't be loaded through the emulator. I got the server to run, but everytime I placed a belt, the server crashed... So yeaa - sadly not playable. We gotta wait for the devs to fix this.