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>
i have this problem UE4CC-Windows-58DC12AF4B97F057BD108FBFF569B2E9_0000
I am not able to find world outliner how to enable it?
Delay nodes occasionally don't fire the "Completed" output in a nativized build
Undefined sysmbol: typeinfo for AActor when cross-compile linux dedicated server on windows
An error occurred while trying to generate project files !?
I can't open my map from the editor.
Installer 4.10 failed with error code R-1603
UE5.0.2 How to resolve error code (Xcode install) when trying to launch UE5.0.2 after install
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 |