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Server crashes when demolishing modded cooking pot

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    Server crashes when demolishing modded cooking pot

    Hi folks,

    I'm new to modding, and I've been working on a small mod with additional crafting structures. I've had repeated trouble with my attempts to make variations on the Industrial Cooker, but after some tinkering, I got them working as desired... except that the server (or dev kit) will crash whenever you try to demolish it. I have multiple structures in this mod and only the two that are based off the pot/cooker have this problem. Specifically, the crash happens instantly and consistently at the moment the demolish is supposed to happen, after you finish selecting the radial menu option.

    I'm about 90% sure it has something to do with the inventory component. The two problem structures share the same custom inventory component, which started as a copy of PrimalInventoryBP_CookingPot_Industrial_C (which makes it a child of PrimalInventoryBP_CookingPot_C). Unfortunately, I'm completely stumped beyond that.

    Any ideas?!

    Here's the error message in gave when the crash occurred while testing in the editor:

    Fatal error!

    Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x00000110

    VERSION: 278.1
    UE4Editor-CoreUObject.dll!UnknownFunction (0x00007ffb21ee7856) + 0 bytes [UnknownFile:0]
    UE4Editor-ShooterGame.dll!APrimalStructure:emolish() (0x00007ffb1456c833) + 131 bytes [h:\svn_ark\projects\shootergame\source\shootergame\private\primalstructure.cpp:4694]
    UE4Editor-ShooterGame.dll!APrimalStructure::TryMultiUse() (0x00007ffb145969e2) + 0 bytes [h:\svn_ark\projects\shootergame\source\shootergame\private\primalstructure.cpp:4626]
    UE4Editor-ShooterGame.dll!APrimalStructureItemContainer::TryMultiUse() (0x00007ffb145c17c8) + 0 bytes [h:\svn_ark\projects\shootergame\source\shootergame\private\primalstructureitemcontainer.cpp:241]
    UE4Editor-ShooterGame.dll!APrimalStructureItemContainer_CropPlot::TryMultiUse() (0x00007ffb145cb746) + 0 bytes [h:\svn_ark\projects\shootergame\source\shootergame\private\primalstructureitemcontainer_cropplot.cpp:703]
    UE4Editor-ShooterGame.dll!AShooterPlayerController::ServerMultiUse_Implementation() (0x00007ffb147e3c96) + 21 bytes [h:\svn_ark\projects\shootergame\source\shootergame\private\shooterplayercontroller.cpp:5448]
    UE4Editor-ShooterGame.dll!AShooterPlayerController::execServerMultiUse() (0x00007ffb14d7ecb6) + 182 bytes [h:\svn_ark\projects\shootergame\source\shootergame\classes\shooterplayercontroller.h:88]
    UE4Editor-CoreUObject.dll!UnknownFunction (0x00007ffb21f01f6f) + 0 bytes [UnknownFile:0]
    UE4Editor-CoreUObject.dll!UnknownFunction (0x00007ffb21fa2092) + 0 bytes [UnknownFile:0]
    UE4Editor-Engine.dll!UnknownFunction (0x00007ffb10d78b61) + 0 bytes [UnknownFile:0]
    UE4Editor-ShooterGame.dll!AShooterPlayerController::ServerMultiUse() (0x00007ffb14af2bce) + 0 bytes [h:\svn_ark\projects\shootergame\intermediate\build\win64\inc\shootergame\shootergame.generated.1.cpp:4056]
    UE4Editor-ShooterGame.dll!AShooterPlayerController::ActivateMultiUseSelection() (0x00007ffb147b009e) + 0 bytes [h:\svn_ark\projects\shootergame\source\shootergame\private\shooterplayercontroller.cpp:1150]
    UE4Editor-ShooterGame.dll!AShooterPlayerController::OnUseRelease() (0x00007ffb147d7dbe) + 0 bytes [h:\svn_ark\projects\shootergame\source\shootergame\private\shooterplayercontroller.cpp:1079]
    UE4Editor-Engine.dll!UnknownFunction (0x00007ffb11bc9642) + 0 bytes [UnknownFile:0]
    UE4Editor-Engine.dll!UnknownFunction (0x00007ffb1122adc3) + 0 bytes [UnknownFile:0]
    UE4Editor-Engine.dll!UnknownFunction (0x00007ffb11240c90) + 0 bytes [UnknownFile:0]
    UE4Editor-Engine.dll!UnknownFunction (0x00007ffb11226d2b) + 0 bytes [UnknownFile:0]
    UE4Editor-Engine.dll!UnknownFunction (0x00007ffb1123ffe0) + 0 bytes [UnknownFile:0]
    UE4Editor-ShooterGame.dll!AShooterPlayerController::TickActor() (0x00007ffb147f75b0) + 0 bytes [h:\svn_ark\projects\shootergame\source\shootergame\private\shooterplayercontroller.cpp:2125]
    UE4Editor-Engine.dll!UnknownFunction (0x00007ffb10d46d56) + 0 bytes [UnknownFile:0]
    UE4Editor-Engine.dll!UnknownFunction (0x00007ffb114e8006) + 0 bytes [UnknownFile:0]
    UE4Editor-Engine.dll!UnknownFunction (0x00007ffb114fa274) + 0 bytes [UnknownFile:0]
    UE4Editor-Core.dll!UnknownFunction (0x00007ffb13715f0a) + 0 bytes [UnknownFile:0]
    UE4Editor-Core.dll!UnknownFunction (0x00007ffb1371626d) + 0 bytes [UnknownFile:0]
    UE4Editor-Core.dll!UnknownFunction (0x00007ffb137410b0) + 0 bytes [UnknownFile:0]
    UE4Editor-Engine.dll!UnknownFunction (0x00007ffb11087aa9) + 0 bytes [UnknownFile:0]
    UE4Editor-Engine.dll!UnknownFunction (0x00007ffb11537a45) + 0 bytes [UnknownFile:0]
    UE4Editor-Engine.dll!UnknownFunction (0x00007ffb11544989) + 0 bytes [UnknownFile:0]
    UE4Editor-Engine.dll!UnknownFunction (0x00007ffb111044c6) + 0 bytes [UnknownFile:0]
    UE4Editor-Engine.dll!UnknownFunction (0x00007ffb1110e50d) + 0 bytes [UnknownFile:0]
    UE4Editor-UnrealEd.dll!UnknownFunction (0x00007ffb0f1a1f44) + 0 bytes [UnknownFile:0]
    UE4Editor-UnrealEd.dll!UnknownFunction (0x00007ffb0f61afa6) + 0 bytes [UnknownFile:0]
    UE4Editor.exe!UnknownFunction (0x00007ff6c873a73e) + 0 bytes [UnknownFile:0]
    UE4Editor.exe!UnknownFunction (0x00007ff6c872fa1f) + 0 bytes [UnknownFile:0]
    UE4Editor.exe!UnknownFunction (0x00007ff6c872fa8a) + 0 bytes [UnknownFile:0]
    UE4Editor.exe!UnknownFunction (0x00007ff6c873be10) + 0 bytes [UnknownFile:0]
    UE4Editor.exe!UnknownFunction (0x00007ff6c873cd49) + 0 bytes [UnknownFile:0]
    KERNEL32.DLL!UnknownFunction (0x00007ffb57af3034) + 0 bytes [UnknownFile:0]
    ntdll.dll!UnknownFunction (0x00007ffb5a5b1551) + 0 bytes [UnknownFile:0]
    ntdll.dll!UnknownFunction (0x00007ffb5a5b1551) + 0 bytes [UnknownFile:0]

    #2
    I'd suggest you start with a new copy of your structure... and save and test each time you make a change. Which doesn't really help you I suppose. The only thing that is obviously from the crash log is that TryMultiUse is being invoked. Perhaps the demolish function is still calling your custom MultiUse blueprint script... and since it was never invoked by one of your radial menus... it might be forking with a missing parameter?

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