Exception thrown: read access violation.
**WaterInfoMeshComponent** was nullptr.
> [Inline Frame] UnrealEditor-Water.dll!FWaterBodyMeshBuilder::BuildWaterInfoMeshes::__l2::<lambda_1>::operator()(const UE::Geometry::FDynamicMesh3 &) Line 62 C++
UnrealEditor-Water.dll!FWaterBodyMeshBuilder::BuildWaterInfoMeshes(UWaterBodyComponent * WaterBodyComponent, UWaterBodyInfoMeshComponent * WaterInfoMeshComponent, UWaterBodyInfoMeshComponent * WaterInfoDilatedMeshComponent, bool bMakeWaterInfoMeshConservativeRasterCompatible) Line 69 C++
UnrealEditor-Water.dll!UWaterBodyComponent::UpdateWaterInfoMeshComponents() Line 1991 C++
UnrealEditor-Water.dll!UWaterBodyComponent::UpdateWaterBodyRenderData() Line 1954 C++
UnrealEditor-Water.dll!UWaterBodyComponent::OnPostRegisterAllComponents() Line 1554 C++
UnrealEditor-Water.dll!UWaterBodyOceanComponent::OnPostRegisterAllComponents() Line 476 C++
UnrealEditor-Water.dll!AWaterBody::PostRegisterAllComponents() Line 686 C++
UnrealEditor-Engine.dll!AActor::IncrementalRegisterComponents(int NumComponentsToRegister, FRegisterComponentContext * Context) Line 5571 C++
UnrealEditor-Engine.dll!ULevel::IncrementalRegisterComponents(bool bPreRegisterComponents, int NumComponentsToUpdate, FRegisterComponentContext * Context) Line 1759 C++
UnrealEditor-Engine.dll!ULevel::IncrementalUpdateComponents(int NumComponentsToUpdate, bool bRerunConstructionScripts, FRegisterComponentContext * Context) Line 1678 C++
UnrealEditor-Engine.dll!UWorld::UpdateWorldComponents(bool bRerunConstructionScripts, bool bCurrentLevelOnly, FRegisterComponentContext * Context) Line 2678 C++
UnrealEditor-Engine.dll!UWorld::InitializeActorsForPlay(const FURL & InURL, bool bResetTime, FRegisterComponentContext * Context) Line 5256 C++
UnrealEditor-Engine.dll!UEngine::LoadMap(FWorldContext & WorldContext, FURL URL, UPendingNetGame * Pending, FString & Error) Line 15644 C++
UnrealEditor-Engine.dll!UEngine::Browse(FWorldContext & WorldContext, FURL URL, FString & Error) Line 14825 C++
UnrealEditor-Engine.dll!UGameInstance::StartGameInstance() Line 684 C++
UnrealEditor-Engine.dll!UGameEngine::Start() Line 1223 C++
UnrealEditor.exe!FEngineLoop::Init() Line 4852 C++
[Inline Frame] UnrealEditor.exe!EngineInit() Line 62 C++
UnrealEditor.exe!GuardedMain::__l2::<lambda_2>::operator()(verse::FExecutionContext Context) Line 183 C++
[Inline Frame] UnrealEditor.exe!verse::FExecutionContext::Create(const GuardedMain::__l2::<lambda_2> &) Line 47 C++
UnrealEditor.exe!GuardedMain(const wchar_t * CmdLine) Line 136 C++
UnrealEditor.exe!GuardedMainWrapper(const wchar_t * CmdLine) Line 123 C++
UnrealEditor.exe!LaunchWindowsStartup(HINSTANCE__ * hInInstance, HINSTANCE__ * hPrevInstance, char * __formal, int nCmdShow, const wchar_t * CmdLine) Line 277 C++
UnrealEditor.exe!WinMain(HINSTANCE__ * hInInstance, HINSTANCE__ * hPrevInstance, char * pCmdLine, int nCmdShow) Line 317 C++
[Inline Frame] UnrealEditor.exe!invoke_main() Line 102 C++
UnrealEditor.exe!__scrt_common_main_seh() Line 288 C++
kernel32.dll!BaseThreadInitThunk() Unknown
ntdll.dll!RtlUserThreadStart() Unknown