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:
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
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>
Why does the REMOVE method of map container remove elements have memory leaks?
How does TextureRenderTarget2D get TArray<uint8> type data?
What is the cause of the packaging error falling back to 'GameUserSettings' in ue5?
How to delete some elements correctly when deleting an array loop?
What is the difference between Camera and CineCamera?
What controls of umg have mouse wheel events in UE4.27?
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-29613 in the post.
0 |
Component | UE - Gameplay - Blueprint |
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Affects Versions | 4.11 |
Target Fix | 4.13 |
Created | Apr 19, 2016 |
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Resolved | Aug 1, 2016 |
Updated | Apr 27, 2018 |