This editor crash has occurred for many users, but only on the VRFunhouse project. It has occurred since the 4.14 release. Users have not provided any descriptions of their actions when the crash occurred.
Source Context
949 void UObject::ConditionalPostLoad() 950 { 951 check(!GEventDrivenLoaderEnabled || !HasAnyFlags(RF_NeedLoad)); //@todoio Added this as "nicks rule" 952 // PostLoad only if the object needs it and has already been serialized 953 //@todoio note this logic should be unchanged compared to main 954 ***** if (HasAnyFlags(RF_NeedPostLoad)) 955 { 956 957 check(IsInGameThread() || HasAnyFlags(RF_ClassDefaultObject|RF_ArchetypeObject) || IsPostLoadThreadSafe() || IsA(UClass::StaticClass())) 958 959 #if !(UE_BUILD_SHIPPING || UE_BUILD_TEST) 960 FUObjectThreadContext& ThreadContext = FUObjectThreadContext::Get(); 961 checkSlow(!ThreadContext.DebugPostLoad.Contains(this)); 962 ThreadContext.DebugPostLoad.Add(this); 963 #endif 964 ClearFlags( RF_NeedPostLoad );
Access violation - code c0000005 (first/second chance not available) UE4Editor_CoreUObject!UObject::ConditionalPostLoad() [obj.cpp:955] UE4Editor_Engine!UParticleLODLevel::PostLoad() [particlecomponents.cpp:324] UE4Editor_CoreUObject!UObject::ConditionalPostLoad() [obj.cpp:988] UE4Editor_Engine!UParticleEmitter::PostLoad() [particlecomponents.cpp:932] UE4Editor_Engine!UParticleSpriteEmitter::PostLoad() [particlecomponents.cpp:1810] UE4Editor_CoreUObject!UObject::ConditionalPostLoad() [obj.cpp:988] UE4Editor_Engine!UParticleSystem::PostLoad() [particlecomponents.cpp:2225] UE4Editor_CoreUObject!UObject::ConditionalPostLoad() [obj.cpp:988] UE4Editor_CoreUObject!FAsyncPackage::PostLoadObjects() [asyncloading.cpp:6253] UE4Editor_CoreUObject!FAsyncPackage::TickAsyncPackage() [asyncloading.cpp:5523] UE4Editor_CoreUObject!FAsyncLoadingThread::ProcessAsyncLoading() [asyncloading.cpp:4477] UE4Editor_CoreUObject!FAsyncLoadingThread::TickAsyncThread() [asyncloading.cpp:4971] UE4Editor_CoreUObject!FAsyncLoadingThread::TickAsyncLoading() [asyncloading.cpp:4706] UE4Editor_CoreUObject!FlushAsyncLoading() [asyncloading.cpp:6757] UE4Editor_Engine!ULevelStreaming::RequestLevel() [levelstreaming.cpp:541] UE4Editor_Engine!UWorld::UpdateLevelStreamingInner() [world.cpp:2839] UE4Editor_Engine!UWorld::UpdateLevelStreaming() [world.cpp:2918] UE4Editor_Engine!UWorld::FlushLevelStreaming() [world.cpp:2952] UE4Editor_UnrealEd!UEditorEngine::Map_Load() [editorserver.cpp:2596] UE4Editor_UnrealEd!UEditorEngine::HandleMapCommand() [editorserver.cpp:5968] UE4Editor_UnrealEd!UEditorEngine::Exec() [editorserver.cpp:5445] UE4Editor_UnrealEd!UUnrealEdEngine::Exec() [unrealedsrv.cpp:672] UE4Editor_UnrealEd!FEditorFileUtils::LoadMap() [filehelpers.cpp:2229] UE4Editor_UnrealEd!FEditorFileUtils::LoadDefaultMapAtStartup() [filehelpers.cpp:3477] UE4Editor_UnrealEd!FUnrealEdMisc::OnInit() [unrealedmisc.cpp:348] UE4Editor_UnrealEd!EditorInit() [unrealedglobals.cpp:97] UE4Editor!GuardedMain() [launch.cpp:150] 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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There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-52275 in the post.