This is a trending crash coming out of the 4.17.0 release. Users have not provided any descriptions of their actions when the crash occurred. The callstack shares some similarities to an older 4.14 crash that was fixed ([Link Removed])
Source Context
121 void FMallocTBB::Free( void* Ptr ) 122 { 123 if( !Ptr ) 124 { 125 return; 126 } 127 MEM_TIME(MemTime -= FPlatformTime::Seconds()) 128 #if UE_BUILD_DEBUG || UE_BUILD_DEVELOPMENT 129 ***** FMemory::Memset(Ptr, DEBUG_FILL_FREED, scalable_msize(Ptr)); 130 #endif 131 IncrementTotalFreeCalls(); 132 scalable_free(Ptr); 133 134 MEM_TIME(MemTime += FPlatformTime::Seconds()) 135 }
repro steps currently unknown
Access violation - code c0000005 (first/second chance not available) UE4Editor_Core!rml::internal::ExtMemoryPool::initTLS() UE4Editor_Core!FMallocTBB::Free() [malloctbb.cpp:130] UE4Editor_Core!FMemory::Free() [fmemory.inl:75] UE4Editor_Engine!UBlueprintGeneratedClass::CreatePersistentUberGraphFrame() [blueprintgeneratedclass.cpp:1218] UE4Editor_CoreUObject!UObjectBase::SetClass() [uobjectbase.cpp:255] UE4Editor_UnrealEd!FBlueprintCompileReinstancer::MoveCDOToNewClass() [kismetreinstanceutilities.cpp:1528] UE4Editor_Kismet!MoveSkelCDOAside() [blueprintcompilationmanager.cpp:1854] UE4Editor_Kismet!FBlueprintCompilationManagerImpl::FlushCompilationQueueImpl() [blueprintcompilationmanager.cpp:504] UE4Editor_Kismet!FBlueprintCompilationManagerImpl::CompileSynchronouslyImpl() [blueprintcompilationmanager.cpp:188] UE4Editor_UnrealEd!FKismetEditorUtilities::CompileBlueprint() [kismet2.cpp:750] UE4Editor_UnrealEd!FInternalPlayLevelUtils::ResolveDirtyBlueprints() [playlevel.cpp:1850] UE4Editor_UnrealEd!UEditorEngine::PlayInEditor() [playlevel.cpp:2385] UE4Editor_UnrealEd!UEditorEngine::StartQueuedPlayMapRequest() [playlevel.cpp:1218] UE4Editor_UnrealEd!UEditorEngine::Tick() [editorengine.cpp:1549] UE4Editor_UnrealEd!UUnrealEdEngine::Tick() [unrealedengine.cpp:396] UE4Editor!FEngineLoop::Tick() [launchengineloop.cpp:3215] UE4Editor!GuardedMain() [launch.cpp:166] UE4Editor!GuardedMainWrapper() [launchwindows.cpp:134] UE4Editor!WinMain() [launchwindows.cpp:210] UE4Editor!__scrt_common_main_seh() [exe_common.inl:253] kernel32!BaseThreadInitThunk() ntdll!RtlUserThreadStart()
I am not able to find world outliner how to enable it?
Undefined sysmbol: typeinfo for AActor when cross-compile linux dedicated server on windows
How to achieve HLSL Multiple Render Target in Material blueprints?
How can i modify the param name in EQS node
Hey, why do i get this when i snap two similar meshes together?
When I open UE4 4.24.3 it appears that. Does anyone know how to solve?
How does UMG set overlapping layouts?
How does TextureRenderTarget2D get TArray<uint8> type data?
Delay nodes occasionally don't fire the "Completed" output in a nativized build
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-48455 in the post.
0 |
Component | UE - Gameplay - Blueprint |
---|---|
Affects Versions | 4.17 |
Target Fix | 4.18 |
Created | Aug 15, 2017 |
---|---|
Resolved | Sep 25, 2017 |
Updated | Apr 27, 2018 |