Radiian
(Radiian)
October 12, 2020, 11:13pm
1
I’m getting a very strange access violation on packaged builds when trying to set the destructible mesh on a destructible mesh component. The access violation is a read violation at 0x00000000 but the weird thing is the stack trace is pointing to the return call from the actor initializer.
The code that’s generating the exception is:
ABaseShipDestruction::ABaseShipDestruction()
{
PrimaryActorTick.bCanEverTick = true;
this->DestructionMesh = CreateDefaultSubobject<UDestructibleComponent>(TEXT("Destruction Component"));
ConstructorHelpers::FObjectFinder<UDestructibleMesh> MeshAsset(TEXT("/Game/Models/GlassifierSmall_DM.GlassifierSmall_DM"));
if (MeshAsset.Succeeded() && this->DestructionMesh != nullptr) {
this->DestructionMesh->SetDestructibleMesh(MeshAsset.Object);
}
}
The stack trace is this:
LogWindows: Error: begin: stack for UAT
LogWindows: Error: === Critical error: ===
LogWindows: Error:
LogWindows: Error: Fatal error!
LogWindows: Error:
LogWindows: Error: Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x00000000
LogWindows: Error:
LogWindows: Error: [Callstack] 0x00007ff666fe3fec RedactedProjectName.exe!UDestructibleComponent::SetDestructibleMesh() []
LogWindows: Error: [Callstack] 0x00007ff667b9e2a9 RedactedProjectName.exe!ABaseShipDestruction::ABaseShipDestruction() [C:\Users\....\RedactedProjectName\Source\RedactedProjectName\Private\BaseShipDestruction.cpp:29]
LogWindows: Error: [Callstack] 0x00007ff668179073 RedactedProjectName.exe!UClass::CreateDefaultObject() []
LogWindows: Error: [Callstack] 0x00007ff6683d1718 RedactedProjectName.exe!UObjectInitialized() []
LogWindows: Error: [Callstack] 0x00007ff6683b1a4f RedactedProjectName.exe!ProcessNewlyLoadedUObjects() []
LogWindows: Error: [Callstack] 0x00007ff666fc9d84 RedactedProjectName.exe!FEngineLoop::PreInitPostStartupScreen() []
LogWindows: Error: [Callstack] 0x00007ff666fc46db RedactedProjectName.exe!GuardedMain() []
LogWindows: Error: [Callstack] 0x00007ff666fc4a5a RedactedProjectName.exe!GuardedMainWrapper() []
LogWindows: Error: [Callstack] 0x00007ff666fd5cf0 RedactedProjectName.exe!WinMain() []
LogWindows: Error: [Callstack] 0x00007ff66c69d9ee RedactedProjectName.exe!__scrt_common_main_seh() [d:\agent\_work\5\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl:288]
LogWindows: Error: [Callstack] 0x00007fffe05d6fd4 KERNEL32.DLL!UnknownFunction []
LogWindows: Error: [Callstack] 0x00007fffe177cec1 ntdll.dll!UnknownFunction []
LogWindows: Error:
LogWindows: Error: end: stack for UAT
LogPlayLevel: Error: ERROR: Client exited with error code: 3
The weirdest thing is that this error only happens in a launched or packaged game, it doesnt happen in editor. Line 29 of that file is also the end bracket for the class default initializer which has me very confused. This almost smells like stack corruption but that doesn’t seem very likely from only the code I’ve written.
grilly
(grilly)
November 19, 2020, 6:29am
2
I think i’m facing the same issue in my project but with blueprints.
Setting a Destructible Mesh works fine in the editor, but it crashes with EXCEPTION_ACCESS_VIOLATION in the packaged game.
I have tried changing various packaging options, but it didn’t work.
Have you already figured out a solution for this problem, maybe? Or can anybody tell me, what i’m doing wrong?
LogWindows: Error: begin: stack for UAT
LogWindows: Error: === Critical error: ===
LogWindows: Error:
LogWindows: Error: Fatal error!
LogWindows: Error:
LogWindows: Error: Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x00000000
LogWindows: Error:
LogWindows: Error: [Callstack] 0x00007ff6be888b4c MyProjectName.exe!UDestructibleComponent::SetDestructibleMesh() []
LogWindows: Error: [Callstack] 0x00007ff6be88eca0 MyProjectName.exe!UDestructibleComponent::execSetDestructibleMesh() []
LogWindows: Error: [Callstack] 0x00007ff6bf50fe19 MyProjectName.exe!UFunction::Invoke() []
LogWindows: Error: [Callstack] 0x00007ff6bf7189f5 MyProjectName.exe!UObject::CallFunction() []
LogWindows: Error: [Callstack] 0x00007ff6bf737474 MyProjectName.exe!UObject::ProcessContextOpcode() []
LogWindows: Error: [Callstack] 0x00007ff6bf739b42 MyProjectName.exe!ProcessLocalScriptFunction() []
LogWindows: Error: [Callstack] 0x00007ff6bf70e8da MyProjectName.exe!ProcessScriptFunction<void (__cdecl*)(UObject * __ptr64,FFrame & __ptr64,void * __ptr64)>() []
LogWindows: Error: [Callstack] 0x00007ff6bf739689 MyProjectName.exe!ProcessLocalFunction() []
LogWindows: Error: [Callstack] 0x00007ff6bf739b42 MyProjectName.exe!ProcessLocalScriptFunction() []
LogWindows: Error: [Callstack] 0x00007ff6bf70e8da MyProjectName.exe!ProcessScriptFunction<void (__cdecl*)(UObject * __ptr64,FFrame & __ptr64,void * __ptr64)>() []
LogWindows: Error: [Callstack] 0x00007ff6bf739689 MyProjectName.exe!ProcessLocalFunction() []
LogWindows: Error: [Callstack] 0x00007ff6bf739b42 MyProjectName.exe!ProcessLocalScriptFunction() []
LogWindows: Error: [Callstack] 0x00007ff6bf738fd1 MyProjectName.exe!UObject::ProcessInternal() []
LogWindows: Error: [Callstack] 0x00007ff6bf50fe19 MyProjectName.exe!UFunction::Invoke() []
LogWindows: Error: [Callstack] 0x00007ff6bf738b36 MyProjectName.exe!UObject::ProcessEvent() []
LogWindows: Error: [Callstack] 0x00007ff6c1d266b5 MyProjectName.exe!AActor::ProcessEvent() []
LogWindows: Error: [Callstack] 0x00007ff6c1d0013b MyProjectName.exe!AActor::BeginPlay() []
LogWindows: Error: [Callstack] 0x00007ff6c1d07887 MyProjectName.exe!AActor::DispatchBeginPlay() []
LogWindows: Error: [Callstack] 0x00007ff6c1d23ac1 MyProjectName.exe!AActor::PostActorConstruction() []
LogWindows: Error: [Callstack] 0x00007ff6c1d0f450 MyProjectName.exe!AActor::FinishSpawning() []
LogWindows: Error: [Callstack] 0x00007ff6c2209b1f MyProjectName.exe!UGameplayStatics::FinishSpawningActor() []
LogWindows: Error: [Callstack] 0x00007ff6c2c3ca62 MyProjectName.exe!UGameplayStatics::execFinishSpawningActor() []
LogWindows: Error: [Callstack] 0x00007ff6bf75c408 MyProjectName.exe!UObject::execCallMathFunction() []
LogWindows: Error: [Callstack] 0x00007ff6bf75eb50 MyProjectName.exe!UObject::execLetObj() []
LogWindows: Error: [Callstack] 0x00007ff6bf739b42 MyProjectName.exe!ProcessLocalScriptFunction() []
LogWindows: Error: [Callstack] 0x00007ff6bf70e8da MyProjectName.exe!ProcessScriptFunction<void (__cdecl*)(UObject * __ptr64,FFrame & __ptr64,void * __ptr64)>() []
LogWindows: Error: [Callstack] 0x00007ff6bf739689 MyProjectName.exe!ProcessLocalFunction() []
LogWindows: Error: [Callstack] 0x00007ff6bf739b42 MyProjectName.exe!ProcessLocalScriptFunction() []
LogWindows: Error: [Callstack] 0x00007ff6bf738fd1 MyProjectName.exe!UObject::ProcessInternal() []
LogWindows: Error: [Callstack] 0x00007ff6bf50fe19 MyProjectName.exe!UFunction::Invoke() []
LogWindows: Error: [Callstack] 0x00007ff6bf738b36 MyProjectName.exe!UObject::ProcessEvent() []
LogWindows: Error: [Callstack] 0x00007ff6c1d266b5 MyProjectName.exe!AActor::ProcessEvent() []
LogWindows: Error: [Callstack] 0x00007ff6c237de9a MyProjectName.exe!FLatentActionManager::TickLatentActionForObject() []
LogWindows: Error: [Callstack] 0x00007ff6c2362a1a MyProjectName.exe!FLatentActionManager::ProcessLatentActions() []
LogWindows: Error: [Callstack] 0x00007ff6c1d357e7 MyProjectName.exe!AActor::Tick() []
LogWindows: Error: [Callstack] 0x00007ff6c1d3593e MyProjectName.exe!AActor::TickActor() []
LogWindows: Error: [Callstack] 0x00007ff6c1d0d270 MyProjectName.exe!FActorTickFunction::ExecuteTick() []
LogWindows: Error: [Callstack] 0x00007ff6c29b3e6f MyProjectName.exe!FTickFunctionTask::DoTask() []
LogWindows: Error: [Callstack] 0x00007ff6c29b7686 MyProjectName.exe!TGraphTask<FTickFunctionTask>::ExecuteTask() []
LogWindows: Error: [Callstack] 0x00007ff6bef765ca MyProjectName.exe!FNamedTaskThread::ProcessTasksNamedThread() []
LogWindows: Error: [Callstack] 0x00007ff6bef76983 MyProjectName.exe!FNamedTaskThread::ProcessTasksUntilQuit() []
LogWindows: Error: [Callstack] 0x00007ff6bef8adf9 MyProjectName.exe!FTaskGraphImplementation::WaitUntilTasksComplete() []
LogWindows: Error: [Callstack] 0x00007ff6c29c747c MyProjectName.exe!FTickTaskSequencer::ReleaseTickGroup() []
LogWindows: Error: [Callstack] 0x00007ff6c29cb5f2 MyProjectName.exe!FTickTaskManager::RunTickGroup() []
LogWindows: Error: [Callstack] 0x00007ff6c237014f MyProjectName.exe!UWorld::RunTickGroup() []
LogWindows: Error: [Callstack] 0x00007ff6c237a32c MyProjectName.exe!UWorld::Tick() []
LogWindows: Error: [Callstack] 0x00007ff6c21e2175 MyProjectName.exe!UGameEngine::Tick() []
LogWindows: Error: [Callstack] 0x00007ff6be856e90 MyProjectName.exe!FEngineLoop::Tick() []
LogWindows: Error: [Callstack] 0x00007ff6be8694fc MyProjectName.exe!GuardedMain() []
LogWindows: Error: [Callstack] 0x00007ff6be8695ba MyProjectName.exe!GuardedMainWrapper() []
LogWindows: Error: [Callstack] 0x00007ff6be87a850 MyProjectName.exe!WinMain() []
LogWindows: Error: [Callstack] 0x00007ff6c3a34bfe MyProjectName.exe!__scrt_common_main_seh() [d:\agent\_work\63\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl:288]
LogWindows: Error: [Callstack] 0x00007ffb6bfe7034 KERNEL32.DLL!UnknownFunction []
LogWindows: Error: [Callstack] 0x00007ffb6d15cec1 ntdll.dll!UnknownFunction []
LogWindows: Error:
LogWindows: Error: end: stack for UAT