Access violation - code c0000005 (first/second chance not available) in stand alone game in particular position of the player

Hi guys, I have this error in a particular position of the player. The player is moving with move component to function through 3 streamed levels. I tryied to change the position of the trigger volumes for the levels but it crashes alway at the same point…

Access violation - code c0000005 (first/second chance not available)

OceanProject_Win64_Shipping!TOctree,FLightVolumeOctreeSemantics>::TConstElementBoxIterator >::AdvanceToNextIntersectingElement()
OceanProject_Win64_Shipping!FPrecomputedLightVolume::InterpolateIncidentRadiancePoint()
OceanProject_Win64_Shipping!FIndirectLightingCache::InterpolatePoint()
OceanProject_Win64_Shipping!FIndirectLightingCache::UpdateBlock()
OceanProject_Win64_Shipping!FIndirectLightingCache::UpdateBlocks()
OceanProject_Win64_Shipping!FIndirectLightingCache::FinalizeUpdateInternal_RenderThread()
OceanProject_Win64_Shipping!FIndirectLightingCache::UpdateCache()
OceanProject_Win64_Shipping!FSceneRenderer::PostVisibilityFrameSetup()
OceanProject_Win64_Shipping!FDeferredShadingSceneRenderer::InitViews()
OceanProject_Win64_Shipping!FDeferredShadingSceneRenderer::Render()
OceanProject_Win64_Shipping!FRelevancePacket::RenderThreadFinalize()
OceanProject_Win64_Shipping!TGraphTask<FRendererModule::BeginRenderingViewFamily'::14’::EURCMacro_FDrawSceneCommand>::ExecuteTask()
OceanProject_Win64_Shipping!FNamedTaskThread::ProcessTasksNamedThread()
OceanProject_Win64_Shipping!FNamedTaskThread::ProcessTasksUntilQuit()
OceanProject_Win64_Shipping!RenderingThreadMain()
OceanProject_Win64_Shipping!FRenderingThread::Run()
OceanProject_Win64_Shipping!FRunnableThreadWin::Run()

Hey Astromax-

Can you explain what you mean by “particular position”? Additionally, can you provide the code/blueprint setup for the “move component to” function you’re using? Does this crash only occur in a shipping packaged game or does the editor crash as well? What exactly are you doing to cause the crash? If possible, please provide simple reproduction steps to help me reproduce the crash on my end.

Thank you so much for your fast answer. Sorry but it was my fault, I had active lighting scenario on a streamed level so when tryied to unload it I had this error in the stand alone. So the problem seem to be solved.
Thank you so much again!