[QUOTE=NukePie;684927]
Hey ,
Recently in testing packaged projects I’m experiencing a seemingly random crash. Can’t seem to isolate the cause to reproduce the crash.
Any chance you might be able to make sense of the below crash report?
Access violation - code c0000005 (first/second chance not available)
Project_Win64_DebugGame!UGetFriendsCallbackProxy::OnReadFriendsListCompleted() [f:\ue4 projects\Project\plugins\advancedsessions\source\advancedsessions\private\getfriendscallbackproxy.cpp:56]
Project_Win64_DebugGame!TBaseUObjectMethodDelegateInstance<0,UGetFriendsCallbackProxy,void __cdecl(int,bool,FString const & __ptr64,FString const & __ptr64)>::ExecuteIfSafe() [c:\program files\epic games\ue_4.15\engine\source\runtime\core\public\delegates\delegateinstancesimpl.h:858]
Project_Win64_DebugGame!FOnlineAsyncTaskSteamReadFriendsList::TriggerDelegates()
Project_Win64_DebugGame!FOnlineAsyncTaskManager::GameTick()
Project_Win64_DebugGame!FOnlineSubsystemSteam::Tick()
Project_Win64_DebugGame!FTicker::Tick()
Project_Win64_DebugGame!FEngineLoop::Tick()
Project_Win64_DebugGame!GuardedMain()
Project_Win64_DebugGame!GuardedMainWrapper()
Project_Win64_DebugGame!WinMain()
Project_Win64_DebugGame!__scrt_common_main_seh() [f:\dd\vctools\crt\vcstartup\src\startup\exe_common.inl:253]
kernel32
ntdll
Thanks for any help!
Its crashing at the line below, I already validate the player controller previous to this in the function, so it means that between when you call the node and when it finishes getting the list you are deleting a player controller.
ULocalPlayer* Player = Cast<ULocalPlayer>(PlayerControllerWeakPtr->Player);
I’ll add additional validity checks for player controllers in to the async nodes where appropriate, however you might want to check your blueprints because it sounds like there might be issues if you are dropping players while doing things.
Edit yeah just checked, that is the only node that was missing the last check. I fixed it and will re-upload.