I’m having an issue with my game. It’s a short boss battle with 4 phases. When I play through it somewhere in the second phase the game just crashes however if I use the shortcuts I built in It doesnt crash. I’m not really sure why it’s doing it either.
I’ve included the Crash Report. Anyone have any suggestions?
The document you posted is the crash callstack. If you could, go to windows explorer and to go your project saved files by going to \Unreal Projects\PROJECTNAME\saved\logs. Please upload the crash log and .dmp file from the most recent crash here.
Looking through your logs, I noticed a large amount of spam around a cast node to BP_Sandwicher, specifically in regards to setting an Actor RotationTarget. Can you show me a screenshot of your blueprint that contains this functionality? It looks like you may be casting to a null value or an actor has been recently moved/deleted so the actor doing the cast is looking for information that is no longer there and it hasn’t been updated. This could definitely cause a crash if an object was deleted without being garbage collected or if you moved an object in the content browser and did not fix the redirectors to the object.
Try removing the cast here and just have it look at the player actor location without casting to see if it is the player. That information seems unnecessary with the setup you are currently using. Additionally, what is running your rotate timeline?
I set the timeline to auto play and loop so it runs on it’s own. It works similarly to the Event tick but is less tasking.
I’ve been debugging the last couple days and I think the crash has something to do with a destructible mesh called MESH_Pillar2_DM however I’m not completely certain.
Try removing your contents folders except your map and run the project until the point that it usually crashes. If it does not crash add back in your blueprint folder, then try again. If it crashes, we can at least narrow it down to a blueprint by removing them then adding blueprints in one at a time until it crashes. Focus specifically on the blueprints in the area that the crash occurs to limit the scope of what you are working with.