Description

This Jira was created from CrashReports submitted by the public due to the high number of occurrences. Descriptions from users are provided below.

Error message:

Access violation - code c0000005 (first/second chance not available)

Source Context:

   24       return TEXT("OBJECT");
   25       }
   26       
   27       void UObjectProperty::SerializeItem( FArchive& Ar, void* Value, void const* Defaults ) const
   28       {
   29       UObject* ObjectValue = GetObjectPropertyValue(Value);
   30       Ar << ObjectValue;
   31       
   32       UObject* CurrentValue = GetObjectPropertyValue(Value);
   33       if (ObjectValue != CurrentValue)
   34       {
   35       SetObjectPropertyValue(Value, ObjectValue);
   36       
   37       #if USE_CIRCULAR_DEPENDENCY_LOAD_DEFERRING
   38 ***** if (ULinkerPlaceholderExportObject* PlaceholderVal = Cast<ULinkerPlaceholderExportObject>(ObjectValue))
   39       {
   40       PlaceholderVal->AddReferencingPropertyValue(this, Value);
   41       }
   42       else if (ULinkerPlaceholderClass* PlaceholderClass = Cast<ULinkerPlaceholderClass>(ObjectValue))
   43       {
   44       PlaceholderClass->AddReferencingPropertyValue(this, Value);
   45       }
   46       // NOTE: we don't remove this from CurrentValue if it is a 
   47       //       ULinkerPlaceholderExportObject; this is because this property 
   48       //       could be an array inner, and another member of that array (also 
   49       //       referenced through this property)... if this becomes a problem,
   50       //       then we could inc/decrement a ref count per referencing property 
   51       //
   52       // @TODO: if this becomes problematic (because ObjectValue doesn't match 
   53       //        this property's PropertyClass), then we could spawn another

Most recent user affected CL: 2934540

Logs:
[Link Removed]
[Link Removed]
[Link Removed]

CrashReporter User Descriptions:

  • Updated a deafult setting in a blueprint and crashed.
Steps to Reproduce

1) New project (I used TopDown C++)
2) New Actor-based C++ class (MyActor)
3) Add MyActor instance to level
4) New BP class based on MyActor (MyActorBP)
5) Add MyActorBP instance to level
6) Save all
7) Change MyActor.h to add a new bool UPROPERTY (I called it 'bTestProperty')
8) Rebuild code in VS to trigger a hot reload (or just add a new C++ class in the editor which will also trigger it)
9) Open MyActorBP, click Compile, boom

Callstack
UE4Editor_CoreUObject!UObjectProperty::SerializeItem() [propertyobject.cpp:39]
UE4Editor_CoreUObject!FPropertyTag::SerializeTaggedProperty() [propertytag.h:145]
UE4Editor_CoreUObject!UStruct::SerializeTaggedProperties() [class.cpp:1354]
UE4Editor_CoreUObject!UObject::SerializeScriptProperties() [obj.cpp:994]
UE4Editor_CoreUObject!UObject::Serialize() [obj.cpp:933]
UE4Editor_Engine!UEngine::CopyPropertiesForUnrelatedObjects() [unrealengine.cpp:11085]
UE4Editor_KismetCompiler!FKismetCompilerContext::Compile() [kismetcompiler.cpp:3374]
UE4Editor_KismetCompiler!FKismet2CompilerModule::CompileBlueprintInner() [kismetcompilermodule.cpp:100]
UE4Editor_KismetCompiler!FKismet2CompilerModule::CompileBlueprint() [kismetcompilermodule.cpp:182]
UE4Editor_UnrealEd!FKismetEditorUtilities::CompileBlueprint() [kismet2.cpp:758]
UE4Editor_Kismet!FBlueprintEditor::Compile() [blueprinteditor.cpp:3163]
UE4Editor_Kismet!TBaseSPMethodDelegateInstance<0,FBlueprintEditor,0,TTypeWrapper<void> __cdecl() [delegateinstancesimpl_variadics.inl:321]
UE4Editor_Kismet!TBaseSPMethodDelegateInstance<0,FBlueprintEditor,0,void __cdecl() [delegateinstancesimpl_variadics.inl:427]
UE4Editor_Slate!FUICommandList::ExecuteAction() [uicommandlist.cpp:87]
UE4Editor_Slate!SToolBarButtonBlock::OnClicked() [stoolbarbuttonblock.cpp:300]
UE4Editor_Slate!TMemberFunctionCaller<SToolBarButtonBlock,FReply() [delegateinstanceinterface_variadics.h:161]
UE4Editor_Slate!TTupleImpl<TIntegerSequence<unsigned int> >::ApplyAfter_ExplicitReturnType<FReply,TMemberFunctionCaller<SToolBarButtonBlock,FReply() [tuple.h:128]
UE4Editor_Slate!TBaseSPMethodDelegateInstance<0,SToolBarButtonBlock,0,FReply __cdecl() [delegateinstancesimpl_variadics.inl:321]
UE4Editor_Slate!TBaseDelegate<FReply>::Execute() [delegatesignatureimpl_variadics.inl:521]
UE4Editor_Slate!SButton::OnMouseButtonUp() [sbutton.cpp:273]
UE4Editor_Slate!<lambda_9ed539f2a96fd1ccd6d2214174cc7705>::operator() [slateapplication.cpp:4540]
UE4Editor_Slate!FEventRouter::Route<FReply,FEventRouter::FToLeafmostPolicy,FPointerEvent,<lambda_9ed539f2a96fd1ccd6d2214174cc7705> >() [slateapplication.cpp:214]
UE4Editor_Slate!FSlateApplication::RoutePointerUpEvent() [slateapplication.cpp:4530]
UE4Editor_Slate!FSlateApplication::ProcessMouseButtonUpEvent() [slateapplication.cpp:4947]
UE4Editor_Slate!FSlateApplication::OnMouseUp() [slateapplication.cpp:4923]
UE4Editor_Core!FWindowsApplication::ProcessDeferredMessage() [windowsapplication.cpp:1415]
UE4Editor_Core!FWindowsApplication::DeferMessage() [windowsapplication.cpp:1732]
UE4Editor_Core!FWindowsApplication::ProcessMessage() [windowsapplication.cpp:697]
UE4Editor_Core!FWindowsApplication::AppWndProc() [windowsapplication.cpp:619]
user32!<Unknown>
user32!<Unknown>
UE4Editor_Core!FWindowsPlatformMisc::PumpMessages() [windowsplatformmisc.cpp:884]
UE4Editor!FEngineLoop::Tick() [launchengineloop.cpp:2610]
UE4Editor!GuardedMain() [launch.cpp:142]
UE4Editor!GuardedMainWrapper() [launchwindows.cpp:126]
UE4Editor!WinMain() [launchwindows.cpp:200]
UE4Editor!__scrt_common_main_seh() [exe_common.inl:264]
kernel32!<Unknown>
ntdll!<Unknown>

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Fixed
ComponentUE - Gameplay - Blueprint
Affects Versions4.11
Target Fix4.13
Fix Commit3072656
Main Commit3092051
Release Commit3072656
CreatedApr 19, 2016
ResolvedAug 1, 2016
UpdatedApr 27, 2018