On 5.4.4. I had the same
Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0xffffffffffffffff
but with a different stack trace to you.
In my case, as far as I can tell, it was caused by 2 C++ methods exposed to blueprint that had the same name (but different signature). 1 was in fact an interface method. Re-naming 1 of them, clearing the Binaries & Intermediate folders, and rebuilding seems to fix this.
I assume this is a given of the Unreal architecture that blueprint will lose reference to which of the “same-named” functions are being called and thus throw this horrid exception.
I’m getting the same error code 0xffffffffffffff
I hope the project settings are the case, so I don’t have to remove any of my actors.
I have a really big game with a ton of stuff in it, it’s been crashing for weeks, maybe even a month, and every time I get it back up, next day, it crashes.
(a little later) Now I’m getting this code that says an actor (not telling you which) is getting a null result of a generated class. I got this before and solved it (literally yesterday) and I’m wondering, how can I stop this forever?
I removed the actor’s folder and the crashing stopped, do you have any clue how I can fix the actor? I tried everything else, but this error was caused by my code, and I need some help fixing it.
Thank you.
It turns out it simply was a corrupt struct, as soon as I deleted that thing, it all went back to normal. (Structs can be very fragile, can’t they?)
Yes. If you have a struct and you pass over it’s data over multiple functions/bps and you decide to edit or add something to the struct, engine might just say: “Nope, that’s too much” giving you a nice crash log, accompanied with corrupted struct.
Do yourself a favor and start using source control.
What’s source control? I never heard of it!
Source control helps you keep track of changes to your project files and allows multiple people to work on the same project without messing things up.
It makes it easier to go back to previous versions of the project, which in its turn may make debugging easier.
Some examples of source control are: Git, Perforce, Plastic SCM
It’s been happening to me too in UE5.5.4. It happens in different situations for me, although all of them deal with a particular blueprint component I’m working on. At first it was whenever I hooked up ANY logic to that component’s event tick event and tried to compile. I couldn’t fix it, but I worked around it. Now it is happening literally when I just reorder a variable in the variables tab in that component. It will compile and function perfectly if it’s in one spot, but then as soon as I just reorder that variable to be above another one, it crashes when I try to compile. Such a weird and inconvenient bug.
Edit: Since this thread seamed to basically say that you just need to “Clean up some references in whatever is causing the issue”, I just copied the component, and replaced all the uses/references with the new copy, then deleted the old one, and both problems seem to have disappeared for now. So that may have helped.
Edit 2: I spoke too soon… The problems have returned in a different area of the component. Big sad.