I have hit a snag in my development that I cannot find an answer to.
Whenever I add a C++ AssetManager class to my code (in editor, C++ area, right click, add C++ class, choose AssetManager as the base class) it adds it fine, and then crashes and will no longer compile from editor (the editor constantly crashes) with this:
Unhandled Exception: EXCEPTION_ACCESS_VIOLATION 0x0000000300905a4d
ucrtbase
UnrealEditor_Metalia_patch_1!dllmain_crt_process_attach() [D:\a\_work\1\s\src\vctools\crt\vcstartup\src\startup\dll_dllmain.cpp:66]
UnrealEditor_Metalia_patch_1!dllmain_dispatch() [D:\a\_work\1\s\src\vctools\crt\vcstartup\src\startup\dll_dllmain.cpp:276]
UnrealEditor_LiveCoding!CommandMap::ReceiveAndCallAction<actions::CallEntryPoint>() [D:\build\++UE5\Sync\Engine\Source\Developer\Windows\LiveCoding\Private\External\LC_CommandMap.h:29]
UnrealEditor_LiveCoding!ClientCommandThread::ThreadFunction() [D:\build\++UE5\Sync\Engine\Source\Developer\Windows\LiveCoding\Private\External\LC_ClientCommandThread.cpp:97]
UnrealEditor_LiveCoding!`Thread::CreateFromMemberFunction<ClientCommandThread,StrongTypedef<unsigned int,0> (__cdecl ClientCommandThread::*)(std::basic_string<wchar_t,std::char_traits<wchar_t>,std::allocator<wchar_t> > const &,Event *,Event *,CriticalSection() [D:\build\++UE5\Sync\Engine\Source\Developer\Windows\LiveCoding\Private\External\LC_Thread.h:161]
ucrtbase
kernel32
ntdll
Steps to Reproduce:
In unreal 5.3.2 - add an AssetManager class to your source. As soon as you do this, it will do a recompile in the editor causing it to break.
If you reopen the editor it will be fine until you do a recompile, to which it will continue to crash here.
Any ideas?