4.26 shipping build crash

Hi, I’ve been running into this crash on my shipping builds. The error happens at runtime during the game and I believe its related to the AI spawning. Any help would be appreciated.

Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x0000000000000000

VCRUNTIME140
REDACTED_Win64_Shipping!UScriptStruct::TCppStructOps::Copy()
REDACTED_Win64_Shipping!UScriptStruct::CopyScriptStruct()
REDACTED_Win64_Shipping!FObjectInitializer::InitProperties()
REDACTED_Win64_Shipping!FObjectInitializer::PostConstructInit()
REDACTED_Win64_Shipping!FObjectInitializer::~FObjectInitializer()
REDACTED_Win64_Shipping!StaticConstructObject_Internal()
REDACTED_Win64_Shipping!FDuplicateDataWriter::GetDuplicatedObject()
REDACTED_Win64_Shipping!FDuplicateDataWriter::operator<<()
REDACTED_Win64_Shipping!FObjectProperty::SerializeItem()
REDACTED_Win64_Shipping!FArrayProperty::SerializeItem()
REDACTED_Win64_Shipping!FPropertyTag::SerializeTaggedProperty()
REDACTED_Win64_Shipping!UStruct::SerializeVersionedTaggedProperties()
REDACTED_Win64_Shipping!UScriptStruct::SerializeItem()
REDACTED_Win64_Shipping!FStructProperty::SerializeItem()
REDACTED_Win64_Shipping!FPropertyTag::SerializeTaggedProperty()
REDACTED_Win64_Shipping!UStruct::SerializeVersionedTaggedProperties()
REDACTED_Win64_Shipping!UObject::SerializeScriptProperties()
REDACTED_Win64_Shipping!UObject::Serialize()
REDACTED_Win64_Shipping!UObject::Serialize()
REDACTED_Win64_Shipping!UActorComponent::Serialize()
REDACTED_Win64_Shipping!UPrimitiveComponent::Serialize()
REDACTED_Win64_Shipping!StaticDuplicateObjectEx()
REDACTED_Win64_Shipping!AActor::CreateComponentFromTemplate()
REDACTED_Win64_Shipping!USCS_Node::ExecuteNodeOnActor()
REDACTED_Win64_Shipping!USimpleConstructionScript::ExecuteScriptOnActor()
REDACTED_Win64_Shipping!AActor::ExecuteConstruction()
REDACTED_Win64_Shipping!AActor::FinishSpawning()
REDACTED_Win64_Shipping!UGameplayStatics::FinishSpawningActor()
REDACTED_Win64_Shipping!UGameplayStatics::execFinishSpawningActor()
REDACTED_Win64_Shipping!UObject::execLetObj()
REDACTED_Win64_Shipping!ProcessLocalScriptFunction()
REDACTED_Win64_Shipping!ProcessScriptFunction<void (__cdecl*)(UObject * __ptr64,FFrame & __ptr64,void * __ptr64)>()
REDACTED_Win64_Shipping!UObject::execLocalVirtualFunction()
REDACTED_Win64_Shipping!ProcessLocalScriptFunction()
REDACTED_Win64_Shipping!ProcessScriptFunction<void (__cdecl*)(UObject * __ptr64,FFrame & __ptr64,void * __ptr64)>()
REDACTED_Win64_Shipping!UObject::execLocalVirtualFunction()
REDACTED_Win64_Shipping!ProcessLocalScriptFunction()
REDACTED_Win64_Shipping!ProcessScriptFunction<void (__cdecl*)(UObject * __ptr64,FFrame & __ptr64,void * __ptr64)>()
REDACTED_Win64_Shipping!UObject::execLocalFinalFunction()
REDACTED_Win64_Shipping!ProcessLocalScriptFunction()
REDACTED_Win64_Shipping!ProcessScriptFunction<void (__cdecl*)(UObject * __ptr64,FFrame & __ptr64,void * __ptr64)>()
REDACTED_Win64_Shipping!UObject::execLocalVirtualFunction()
REDACTED_Win64_Shipping!ProcessLocalScriptFunction()
REDACTED_Win64_Shipping!ProcessScriptFunction<void (__cdecl*)(UObject * __ptr64,FFrame & __ptr64,void * __ptr64)>()
REDACTED_Win64_Shipping!UObject::execLocalVirtualFunction()
REDACTED_Win64_Shipping!ProcessLocalScriptFunction()
REDACTED_Win64_Shipping!UObject::ProcessInternal()
REDACTED_Win64_Shipping!UFunction::Invoke()
REDACTED_Win64_Shipping!UObject::ProcessEvent()
REDACTED_Win64_Shipping!AActor::ProcessEvent()
REDACTED_Win64_Shipping!FLatentActionManager::TickLatentActionForObject()
REDACTED_Win64_Shipping!FLatentActionManager::ProcessLatentActions()
REDACTED_Win64_Shipping!AActor::Tick()
REDACTED_Win64_Shipping!AActor::TickActor()
REDACTED_Win64_Shipping!FActorTickFunction::ExecuteTick()
REDACTED_Win64_Shipping!TGraphTask::ExecuteTask()
REDACTED_Win64_Shipping!FNamedTaskThread::ProcessTasksUntilQuit()
REDACTED_Win64_Shipping!FTaskGraphImplementation::WaitUntilTasksComplete()
REDACTED_Win64_Shipping!FTickTaskSequencer::ReleaseTickGroup()
REDACTED_Win64_Shipping!FTickTaskManager::RunTickGroup()
REDACTED_Win64_Shipping!UWorld::Tick()
REDACTED_Win64_Shipping!UGameEngine::Tick()
REDACTED_Win64_Shipping!FEngineLoop::Tick()
REDACTED_Win64_Shipping!GuardedMain()
REDACTED_Win64_Shipping!GuardedMainWrapper()
REDACTED_Win64_Shipping!WinMain()
REDACTED_Win64_Shipping!__scrt_common_main_seh() [D:\a_work\1\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl:288]

I ran the game in development build and got this callstack

Unhandled Exception: 0x80000003

REDACTED!StaticConstructObject_Internal()
REDACTED!FDuplicateDataWriter::GetDuplicatedObject()
REDACTED!FDuplicateDataWriter::operator<<()
REDACTED!FObjectProperty::SerializeItem()
REDACTED!FArrayProperty::SerializeItem()
REDACTED!FPropertyTag::SerializeTaggedProperty()
REDACTED!UStruct::SerializeVersionedTaggedProperties()
REDACTED!UScriptStruct::SerializeItem()
REDACTED!FStructProperty::SerializeItem()
REDACTED!FPropertyTag::SerializeTaggedProperty()
REDACTED!UStruct::SerializeVersionedTaggedProperties()
REDACTED!UObject::SerializeScriptProperties()
REDACTED!UObject::Serialize()
REDACTED!UObject::Serialize()
REDACTED!UActorComponent::Serialize()
REDACTED!UPrimitiveComponent::Serialize()
REDACTED!StaticDuplicateObjectEx()
REDACTED!AActor::CreateComponentFromTemplate()
REDACTED!USCS_Node::ExecuteNodeOnActor()
REDACTED!USimpleConstructionScript::ExecuteScriptOnActor()
REDACTED!AActor::ExecuteConstruction()
REDACTED!AActor::FinishSpawning()
REDACTED!UGameplayStatics::FinishSpawningActor()
REDACTED!UGameplayStatics::execFinishSpawningActor()
REDACTED!UObject::execCallMathFunction()
REDACTED!UObject::execLetObj()
REDACTED!ProcessLocalScriptFunction()
REDACTED!ProcessScriptFunction<void (__cdecl*)(UObject * __ptr64,FFrame & __ptr64,void * __ptr64)>()
REDACTED!ProcessLocalFunction()
REDACTED!ProcessLocalScriptFunction()
REDACTED!ProcessScriptFunction<void (__cdecl*)(UObject * __ptr64,FFrame & __ptr64,void * __ptr64)>()
REDACTED!ProcessLocalFunction()
REDACTED!ProcessLocalScriptFunction()
REDACTED!ProcessScriptFunction<void (__cdecl*)(UObject * __ptr64,FFrame & __ptr64,void * __ptr64)>()
REDACTED!ProcessLocalFunction()
REDACTED!ProcessLocalScriptFunction()
REDACTED!ProcessScriptFunction<void (__cdecl*)(UObject * __ptr64,FFrame & __ptr64,void * __ptr64)>()
REDACTED!ProcessLocalFunction()
REDACTED!ProcessLocalScriptFunction()
REDACTED!ProcessScriptFunction<void (__cdecl*)(UObject * __ptr64,FFrame & __ptr64,void * __ptr64)>()
REDACTED!ProcessLocalFunction()
REDACTED!ProcessLocalScriptFunction()
REDACTED!UObject::ProcessInternal()
REDACTED!UFunction::Invoke()
REDACTED!UObject::ProcessEvent()
REDACTED!AActor::ProcessEvent()
REDACTED!FLatentActionManager::TickLatentActionForObject()
REDACTED!FLatentActionManager::ProcessLatentActions()
REDACTED!AActor::Tick()
REDACTED!AActor::TickActor()
REDACTED!FActorTickFunction::ExecuteTick()
REDACTED!FTickFunctionTask::DoTask()
REDACTED!TGraphTask::ExecuteTask()
REDACTED!FNamedTaskThread::ProcessTasksNamedThread()
REDACTED!FNamedTaskThread::ProcessTasksUntilQuit()
REDACTED!FTaskGraphImplementation::WaitUntilTasksComplete()
REDACTED!FTickTaskSequencer::ReleaseTickGroup()
REDACTED!FTickTaskManager::RunTickGroup()
REDACTED!UWorld::RunTickGroup()
REDACTED!UWorld::Tick()
REDACTED!UGameEngine::Tick()
REDACTED!FEngineLoop::Tick()
REDACTED!GuardedMain()
REDACTED!GuardedMainWrapper()
REDACTED!WinMain()

Greetings @ZoMbIeS_746

Welcome to the Unreal Engine Community Forum! I’d be happy to look into this with you. Does this issue happen if you try swapping to DirectX 11? (Assuming you’re running 12) Also, the VCRUNTIME140 caught my curiosity. I’d also ensure you have all of your Microsoft Visual C++ Redistributables installed. (A Google search on the VCRUNTIME140 with Redistributables will give you some results on that from the Microsoft site I believe) Let me know what you find when trying that.