Discarding Actor while it is selected on the outliner may cause a crash.
This may be caused by operations from C++ not being listed in the UNDO list, which may refer to unreferenced objects during garbage collection.
Then, cause crash.
Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x0000000000000018UnrealEditor_CoreUObject!UObjectBaseUtility::GetFullName() [D:\build\++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\UObjectBaseUtility.cpp:107] UnrealEditor_CoreUObject!UObjectBaseUtility::GetFullName() [D:\build\++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\UObjectBaseUtility.cpp:91] UnrealEditor_Engine!TTypedElementInternalData<FActorElementData>::GetDebugId() [D:\build\++UE5\Sync\Engine\Source\Runtime\TypedElementFramework\Public\Elements\Framework\TypedElementData.h:331] UnrealEditor_Engine!FTypedElementInternalData::CheckNoExternalReferencesOnDestruction() [D:\build\++UE5\Sync\Engine\Source\Runtime\TypedElementFramework\Public\Elements\Framework\TypedElementData.h:276] UnrealEditor_Engine!UTypedElementRegistry::TRegisteredElementType<FActorElementData,1>::ProcessDeferredElementsToRemove() [D:\build\++UE5\Sync\Engine\Source\Runtime\TypedElementFramework\Public\Elements\Framework\TypedElementRegistry.h:469] UnrealEditor_TypedElementFramework!UTypedElementRegistry::ProcessDeferredElementsToDestroy() [D:\build\++UE5\Sync\Engine\Source\Runtime\TypedElementFramework\Private\Elements\Framework\TypedElementRegistry.cpp:149] UnrealEditor_TypedElementFramework!UTypedElementRegistry::OnEndFrame() [D:\build\++UE5\Sync\Engine\Source\Runtime\TypedElementFramework\Private\Elements\Framework\TypedElementRegistry.cpp:334] UnrealEditor_TypedElementFramework!TBaseUObjectMethodDelegateInstance<0,UTypedElementRegistry,void __cdecl(void),FDefaultDelegateUserPolicy>::ExecuteIfSafe() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Public\Delegates\DelegateInstancesImpl.h:611] UnrealEditor!TMulticastDelegate<void __cdecl(void),FDefaultDelegateUserPolicy>::Broadcast() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Public\Delegates\DelegateSignatureImpl.inl:967] UnrealEditor!FEngineLoop::Tick() [D:\build\++UE5\Sync\Engine\Source\Runtime\Launch\Private\LaunchEngineLoop.cpp:5459] UnrealEditor!GuardedMain() [D:\build\++UE5\Sync\Engine\Source\Runtime\Launch\Private\Launch.cpp:183] UnrealEditor!GuardedMainWrapper() [D:\build\++UE5\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:147] UnrealEditor!LaunchWindowsStartup() [D:\build\++UE5\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:283] UnrealEditor!WinMain() [D:\build\++UE5\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:330] UnrealEditor!__scrt_common_main_seh() [d:\a01\_work\6\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl:288] kernel32 ntdll
i have this problem UE4CC-Windows-58DC12AF4B97F057BD108FBFF569B2E9_0000
I am not able to find world outliner how to enable it?
How can i modify the param name in EQS node
Undefined sysmbol: typeinfo for AActor when cross-compile linux dedicated server on windows
How to achieve HLSL Multiple Render Target in Material blueprints?
Delay nodes occasionally don't fire the "Completed" output in a nativized build
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-158184 in the post.
2 |
Component | UE - Editor - Workflow Systems |
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Affects Versions | 5.0 |
Created | Jul 1, 2022 |
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Resolved | Sep 12, 2023 |
Updated | Jan 20, 2024 |