User project crashes when exiting from mobile preview.
Frequency: 5/5
Crashreporter: [Link Removed]
1. Unzip and open project at attached link:
[Link Removed]
2. Press Play>Mobile Preview
3. Exit Mobile Preview
MachineId:4E82586D46B558EA69EF0EAA821297B1
EpicAccountId:1558531203f84e81b70959b8a59badef
Access violation - code c0000005 (first/second chance not available)
UE4Editor_Engine!UPrimitiveComponent::UnWeldFromParent() + 982 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\engine\private\primitivecomponentphysics.cpp:749]
UE4Editor_Engine!UPrimitiveComponent::UnWeldChildren() + 185 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\engine\private\primitivecomponentphysics.cpp:759]
UE4Editor_Engine!UPrimitiveComponent::DestroyPhysicsState() + 34 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\engine\private\primitivecomponent.cpp:477]
UE4Editor_Engine!UActorComponent::ExecuteUnregisterEvents() + 109 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\engine\private\actorcomponent.cpp:968]
UE4Editor_Engine!UActorComponent::UnregisterComponent() + 404 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\engine\private\actorcomponent.cpp:809]
UE4Editor_Engine!AActor::UnregisterAllComponents() + 253 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\engine\private\actor.cpp:3191]
UE4Editor_Engine!ULevel::ClearLevelComponents() + 284 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\engine\private\level.cpp:584]
UE4Editor_Engine!UWorld::ClearWorldComponents() + 149 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\engine\private\world.cpp:1145]
UE4Editor_Engine!UWorld::CleanupWorld() + 532 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\engine\private\world.cpp:2998]
UE4Editor_UnrealEd!UEditorEngine::TeardownPlaySession() + 3416 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\editor\unrealed\private\playlevel.cpp:507]
UE4Editor_UnrealEd!UEditorEngine::EndPlayMap() + 2396 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\editor\unrealed\private\playlevel.cpp:182]
UE4Editor_UnrealEd!UEditorEngine::Tick() + 804 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\editor\unrealed\private\editor.cpp:966]
UE4Editor_UnrealEd!UUnrealEdEngine::Tick() + 22 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\editor\unrealed\private\unrealedengine.cpp:347]
UE4Editor!FEngineLoop::Tick() + 4179 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\launch\private\launchengineloop.cpp:2257]
UE4Editor!GuardedMain() + 1404 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\launch\private\launch.cpp:142]
UE4Editor!GuardedMainWrapper() + 26 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\launch\private\windows\launchwindows.cpp:126]
UE4Editor!WinMain() + 249 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\launch\private\windows\launchwindows.cpp:202]
UE4Editor!__tmainCRTStartup() + 329 bytes [f:\dd\vctools\crt\crtw32\dllstuff\crtexe.c:618]
Why does the REMOVE method of map container remove elements have memory leaks?
How do I set a material as a post-processing material?
How does TextureRenderTarget2D get TArray<uint8> type data?
How to delete some elements correctly when deleting an array loop?
How does TArray loop correctly remove elements in blueprints?
What controls of umg have mouse wheel events in UE4.27?
Why does UV setting float2(1,1) display incorrectly in the material's custom node?
Head over to the existing Questions & Answers thread and let us know what's up.
0 |
Component | UE - Gameplay |
---|---|
Affects Versions | 4.7.6 |
Target Fix | 4.9 |
Created | May 27, 2015 |
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Resolved | Jun 12, 2015 |
Updated | Sep 16, 2019 |