Game Export is crashing due to event not being found, but works on editor. MacOs
Currently while trying to build an export of a game with the addon it crashes because it failed to fetch an event. I double checked and when trying the scenes and running the game from editor said issue doesn't happen. I also tried exporting for linux and it worked without issues.
I'm using a MacOs Sonoma Version 14.6.1
This error shows up when trying to run the game:
ERROR: Cannot find event with guid {5200d77b-9f2f-4111-90bd-23c831af0991}, will try with guidRef<FmodEventDescription> godot::FmodEventEmitter<godot::FmodEventEmitter2D, godot::Node2D>::_load_event_description() const [Derived = godot::FmodEventEmitter2D, NodeType = godot::Node2D]src/nodes/fmod_event_emitter.h270
at: push_error (core/variant/variant_utility.cpp:1092)
ERROR: You should fix this before releasing your game, check event exists and fallback is only a debug featureRef<FmodEventDescription> godot::FmodEventEmitter<godot::FmodEventEmitter2D, godot::Node2D>::_load_event_description() const [Derived = godot::FmodEventEmitter2D, NodeType = godot::Node2D]src/nodes/fmod_event_emitter.h271
at: push_error (core/variant/variant_utility.cpp:1092)
ERROR: Cannot find event with guid {5200d77b-9f2f-4111-90bd-23c831af0991} and path event:/Music/UI/mx_main_title. Please set right data from editor.Ref<FmodEventDescription> godot::FmodEventEmitter<godot::FmodEventEmitter2D, godot::Node2D>::_load_event_description() const [Derived = godot::FmodEventEmitter2D, NodeType = godot::Node2D]src/nodes/fmod_event_emitter.h275
at: push_error (core/variant/variant_utility.cpp:1092)
ERROR: You should fix this before releasing your game, check event exists and fallback is only a debug featureRef<FmodEventDescription> godot::FmodEventEmitter<godot::FmodEventEmitter2D, godot::Node2D>::_load_event_description() const [Derived = godot::FmodEventEmitter2D, NodeType = godot::Node2D]src/nodes/fmod_event_emitter.h276
at: push_error (core/variant/variant_utility.cpp:1092)
================================================================
handle_crash: Program crashed with signal 11
Engine version: Godot Engine v4.3.stable.official (77dcf97d82cbfe4e4615475fa52ca03da645dbd8)
Dumping the backtrace. Please include this when reporting the bug to the project developer.
[1] 1 libsystem_platform.dylib 0x00000001843f2584 _sigtramp + 56
[2] godot::Ref<godot::FmodEvent> godot::FmodServer::_create_instance<(godot::FmodServer::EventIdentifierType)2>(godot::FmodServer::EventIdentifier const&, bool, godot::Node*)
[3] godot::Ref<godot::FmodEvent> godot::FmodServer::_create_instance<(godot::FmodServer::EventIdentifierType)2>(godot::FmodServer::EventIdentifier const&, bool, godot::Node*)
[4] godot::FmodServer::create_event_instance_from_description(godot::Ref<godot::FmodEventDescription> const&)
[5] godot::FmodEventEmitter<godot::FmodEventEmitter2D, godot::Node2D>::load_event()
[6] godot::FmodEventEmitter<godot::FmodEventEmitter2D, godot::Node2D>::_ready()
[7] Node::_notification(int) (in The Beacon - Game) + 2528
[8] BackBufferCopy::~BackBufferCopy()
[9] Object::notification(int, bool) (in The Beacon - Game) + 80
[10] Node::_propagate_ready() (in The Beacon - Game) + 136
[11] Node::_propagate_ready() (in The Beacon - Game) + 56
[12] Node::_propagate_ready() (in The Beacon - Game) + 56
[13] Node::_propagate_ready() (in The Beacon - Game) + 56
[14] Node::_propagate_ready() (in The Beacon - Game) + 56
[15] Node::_set_tree(SceneTree*) (in The Beacon - Game) + 84
[16] OS_MacOS::run() (in The Beacon - Game) + 68
[17] main (in The Beacon - Game) + 392
[18] 18 dyld 0x0000000184037154 start + 2476
-- END OF BACKTRACE --
================================================================
[1] 93396 abort
Saving session...completed.
[Process completed]
Hi, I'm a teammate of @safernan121. Just wanted to add for context that we know that the crashes have been fixed in #245 and will be part of an upcoming version. This issue is more related to the fact that existing events are not being found by the gdextension in macOS when exporting (both debug and release, although release just throws a segfault so it's hard to know for sure if the cause is the same).
Another (maybe important) detail is that we're using arm64 arch. We haven't tested in x86_64
Hello ! I did not tested macOS export for a long time. Will try it asap to check what happens.
Hello ! I tested on macos template_debug export with demo project and I'm not able to reproduce, everything works fine on my side.
Do you have a minimal reproduction project to provide ?
The bug mysteriously went away. Must have been an issue on our side. Sorry for taking so long to reply. Feel free to close the issue
We have this same problem now, but on Windows (the latest build) Release 6.1.0-4.5.0. We are trying to upgrade project from 4.4 Godot to 4.5