I put a game together entirely in blueprint, and have been working on it for quite some time.
Its went through the transitions of 4.6, 4.7, and now 4.8 (only ever had trouble moving it into 4.8, it broke some nodes but I fixed it after a bit.). But now when I play the packaged version – playing it in the editor works entirely fine, it crashes.
I should note, the game itself starts fine and is fairly light to begin with. It loads into a slate gui and nothing else, and then you press the play button and it loads in some really basic actors with randomized colors and positions based on a grid in the editor, but it fails when you press play in the packaged version.
I’m on 4.8.2. I’m packaging for windows x32, on windows 8.1 pro x64.
"Fatal error!
MachineId:A6C2F86C48CE0B4E97B6AD8BBB6E2272
EpicAccountId:
Access violation - code c0000005 (first/second not available)
UE4Game.exe!UDestructibleComponent::SetMaterial() {0x0000000001e388d7} + 0 bytes
UE4Game.exe!UPrimitiveComponent::execSetMaterial() {0x000000000162d6f4} + 0 bytes
UE4Game.exe!UFunction::Invoke() {0x00000000012e3265} + 0 bytes
UE4Game.exe!UObject::CallFunction() {0x0000000001326d9f} + 0 bytes
UE4Game.exe!UObject::execVirtualFunction() {0x0000000001366b08} + 0 bytes
UE4Game.exe!UObject::ProcessContextOpcode() {0x000000000134c831} + 0 bytes
UE4Game.exe!UObject::execContext_FailSilent() {0x000000000136481f} + 0 bytes
UE4Game.exe!UObject::ProcessInternal() {0x000000000134e2bc} + 0 bytes
UE4Game.exe!UFunction::Invoke() {0x00000000012e3265} + 0 bytes
UE4Game.exe!UObject::ProcessEvent() {0x000000000134d96e} + 0 bytes
UE4Game.exe!AActor::ProcessEvent() {0x0000000001d7bad8} + 0 bytes
UE4Game.exe!AActor::ReceiveBeginPlay() {0x00000000014c7482} + 0 bytes
UE4Game.exe!AActor::BeginPlay() {0x0000000001d5f047} + 0 bytes
UE4Game.exe!AActor::PostActorConstruction() {0x0000000001d7a66d} + 0 bytes
UE4Game.exe!AActor::FinishSpawning() {0x0000000001d69750} + 0 bytes
UE4Game.exe!UGameplayStatics::FinishSpawningActor() {0x000000000172dd66} + 0 bytes
UE4Game.exe!UGameplayStatics::execFinishSpawningActor() {0x0000000001600ca7} + 0 bytes
UE4Game.exe!UFunction::Invoke() {0x00000000012e3265} + 0 bytes
UE4Game.exe!UObject::CallFunction() {0x0000000001326d9f} + 0 bytes
UE4Game.exe!UObject::execFinalFunction() {0x0000000001364a5b} + 0 bytes
UE4Game.exe!UObject::execFinalFunction() {0x0000000001364a5b} + 0 bytes
UE4Game.exe!UObject::ProcessContextOpcode() {0x000000000134c831} + 0 bytes
UE4Game.exe!UObject::execContext() {0x00000000013647ff} + 0 bytes
UE4Game.exe!UObject::execLetObj() {0x000000000136586d} + 0 bytes
UE4Game.exe!UObject::ProcessInternal() {0x000000000134e2bc} + 0 bytes
UE4Game.exe!AActor::GetFunctionCallspace() {0x0000000001d6cc96} + 0 bytes
UE4Game.exe!UObject::ProcessInternal() {0x000000000134de40} + 0 bytes"