Description

This is a trending crash coming out of the 4.18 previews and 4.18.0.

The callstack is similar to a Mac crash that was fixed in 4.16.2 - UE-46421

User Descriptions

  • was testing 3rd person template (with a few blueprint modifications) in vr
  • I was teleporting in the VR template (game preview) with Oculus Rift & Touch. Nothing changed on the scene yet

Source Context

 1316       /** @return true if the window is visible, false otherwise*/
 1317       bool SWindow::IsVisible() const
 1318       {
 1319 ***** 	return NativeWindow.IsValid() && NativeWindow->IsVisible();
 1320       }
 1321       
 1322       bool SWindow::IsWindowMaximized() const
 1323       {
 1324       	if ( NativeWindow.IsValid() )
 1325       	{
 1326       		return NativeWindow->IsMaximized();
 1327       	}
 1328       
 1329       	return false;
 1330       }
Steps to Reproduce

repro steps currently unknown

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

UE4Editor_SlateCore!SWindow::IsVisible() [swindow.cpp:1320]
UE4Editor_Slate!PrepassWindowAndChildren() [slateapplication.cpp:1336]
UE4Editor_Slate!FSlateApplication::DrawPrepass() [slateapplication.cpp:1391]
UE4Editor_Slate!FSlateApplication::PrivateDrawWindows() [slateapplication.cpp:1433]
UE4Editor_Slate!FSlateApplication::DrawWindows() [slateapplication.cpp:1190]
UE4Editor_Slate!FSlateApplication::TickApplication() [slateapplication.cpp:1777]
UE4Editor_Slate!FSlateApplication::Tick() [slateapplication.cpp:1595]
UE4Editor!FEngineLoop::Tick() [launchengineloop.cpp:3378]
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()

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Fixed
ComponentTools
Affects Versions4.18
Target Fix4.19
Fix Commit3734244
Main Commit3807911
CreatedOct 12, 2017
ResolvedDec 4, 2017
UpdatedDec 14, 2017