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Difference between revisions of "Native Debugging"
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One way for debugging a game crash on native level is by using [[Debug_executable_of_SWRC]], which is a modified executable which shows the stacktrace of the crash. | One way for debugging a game crash on native level is by using [[Debug_executable_of_SWRC]], which is a modified executable which shows the stacktrace of the crash. | ||
An alternative for debugging is running the executable in OllyDBG which allows you to see and modify the game runtime on Assembly level. | |||
Example: | |||
<pre> | |||
Log: General protection fault! | |||
History: UObject::InitProperties <- UObject::InitClassDefaultObject <- UClass::Register <- (TcpipConnection) <- UObject::ProcessRegistrants <- UPackage::BindPackage <- UPackage::UPackage <- UObject::CreatePackage <- UObject::ResolveName <- UObject::StaticLoadObject <- (Core.Class None.IpDrv.TcpNetDriver NULL) <- UObject::StaticLoadClass <- ULevel::Listen <- Listen <- UGameEngine::LoadMap <- LocalMapURL <- UGameEngine::Browse <- ClientTravel <- UGameEngine::Tick <- MainLoop | |||
</pre> |
Latest revision as of 10:03, 14 May 2021
One way for debugging a game crash on native level is by using Debug_executable_of_SWRC, which is a modified executable which shows the stacktrace of the crash.
An alternative for debugging is running the executable in OllyDBG which allows you to see and modify the game runtime on Assembly level.
Example:
Log: General protection fault! History: UObject::InitProperties <- UObject::InitClassDefaultObject <- UClass::Register <- (TcpipConnection) <- UObject::ProcessRegistrants <- UPackage::BindPackage <- UPackage::UPackage <- UObject::CreatePackage <- UObject::ResolveName <- UObject::StaticLoadObject <- (Core.Class None.IpDrv.TcpNetDriver NULL) <- UObject::StaticLoadClass <- ULevel::Listen <- Listen <- UGameEngine::LoadMap <- LocalMapURL <- UGameEngine::Browse <- ClientTravel <- UGameEngine::Tick <- MainLoop