All Geometry Script mesh-writing functions crash on first call in packaged (non-Shipping and Shipping) builds — UE 5.8.3, Windows

Summary

Any Geometry Script function that writes new geometry to a Dynamic Mesh (whether via a Dynamic Mesh Component, Dynamic Mesh Actor, or a bare Dynamic Mesh object created via Construct Object) crashes immediately with an access violation when run in a packaged build. The same Blueprint logic works correctly in-editor (PIE) and in Standalone Game launched from the editor. Functions tested and confirmed crashing: Append Simple Extrude Polygon, Append Box, Append Buffers to Mesh, Add Vertex to Mesh / Add Triangle to Mesh. Functions that do not crash: Reset, Get Num Vertices, mesh query functions, and material assignment.

What Type of Bug are you experiencing?

Framework

Steps to Reproduce

  1. Create a new blank project.
  2. Add a C++ class via Tools > New C++ Class (any class, needed to package at all on 5.8.3 — see note below), build in Visual Studio.
  3. Create a new Actor Blueprint of class Dynamic Mesh Actor.
  4. On Event BeginPlay: Get Dynamic Mesh → Append Box (default parameters).
  5. Place the actor in an Empty Level, set as default map.
  6. Package for Windows (Development or Shipping).
  7. Run the packaged executable.

Expected Result

A box mesh is generated, matching editor/PIE behavior.

Observed Result

Immediate crash on launch (or shortly after, if the call is delayed). Crash signature:

Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x0000000000000020
[Callstack] UnrealGame.exe!UObject::execCallMathFunction()
[Callstack] UnrealGame.exe!UObject::execLetObj()
…
[Callstack] UnrealGame.exe!AActor::BeginPlay()

Same failure address (0x20) and callstack shape across every variation tested.

Affects Versions

5.8

Platform(s)

Windows

For crash reports, include your callstack

[2026.10.02-01.38.14:190][ 0]LogWindows: Error: [Callstack] 0x00007ff6a5b907de Test.exe!UObject::execCallMathFunction()
[2026.10.02-01.38.14:190][ 0]LogWindows: Error: [Callstack] 0x00007ff6a5b9284c Test.exe!UObject::execLetObj()
[2026.10.02-01.38.14:190][ 0]LogWindows: Error: [Callstack] 0x00007ff6a5b6de06 Test.exe!ProcessLocalScriptFunction()
[2026.10.02-01.38.14:190][ 0]LogWindows: Error: [Callstack] 0x00007ff6a5b4be16 Test.exe!ProcessScriptFunction<void (__cdecl*)(UObject * __ptr64,FFrame & __ptr64,void * __ptr64)>()
[2026.10.02-01.38.14:190][ 0]LogWindows: Error: [Callstack] 0x00007ff6a5b531fd Test.exe!TThreadSingleton<FDeferredScriptTracker>::Get'::2’::<lambda_1>::operator()()
[2026.10.02-01.38.14:190][ 0]LogWindows: Error: [Callstack] 0x00007ff6a5b6db80 Test.exe!ProcessLocalFunction()
[2026.10.02-01.38.14:190][ 0]LogWindows: Error: [Callstack] 0x00007ff6a5b6de06 Test.exe!ProcessLocalScriptFunction()
[2026.10.02-01.38.14:190][ 0]LogWindows: Error: [Callstack] 0x00007ff6a5b6d601 Test.exe!UObject::ProcessInternal()
[2026.10.02-01.38.14:190][ 0]LogWindows: Error: [Callstack] 0x00007ff6a58bbbf8 Test.exe!UFunction::Invoke()
[2026.10.02-01.38.14:190][ 0]LogWindows: Error: [Callstack] 0x00007ff6a5b6d019 Test.exe!UObject::ProcessEvent()
[2026.10.02-01.38.14:190][ 0]LogWindows: Error: [Callstack] 0x00007ff6a8426377 Test.exe!AActor::ProcessEvent()
[2026.10.02-01.38.14:190][ 0]LogWindows: Error: [Callstack] 0x00007ff6a84043fb Test.exe!AActor::BeginPlay()
[2026.10.02-01.38.14:190][ 0]LogWindows: Error: [Callstack] 0x00007ff6a840b486 Test.exe!AActor::DispatchBeginPlay()
[2026.10.02-01.38.14:190][ 0]LogWindows: Error: [Callstack] 0x00007ff6a9d17049 Test.exe!AWorldSettings::NotifyBeginPlay()
[2026.10.02-01.38.14:190][ 0]LogWindows: Error: [Callstack] 0x00007ff6a8d444b1 Test.exe!AGameStateBase::HandleBeginPlay()
[2026.10.02-01.38.14:190][ 0]LogWindows: Error: [Callstack] 0x00007ff6a9c1560d Test.exe!UWorld::BeginPlay()
[2026.10.02-01.38.14:190][ 0]LogWindows: Error: [Callstack] 0x00007ff6a9d97fcb Test.exe!UEngine::LoadMap()
[2026.10.02-01.38.14:190][ 0]LogWindows: Error: [Callstack] 0x00007ff6a9d58c3f Test.exe!UEngine::Browse()
[2026.10.02-01.38.14:190][ 0]LogWindows: Error: [Callstack] 0x00007ff6a8d6d00b Test.exe!UGameInstance::StartGameInstance()
[2026.10.02-01.38.14:190][ 0]LogWindows: Error: [Callstack] 0x00007ff6a8cedceb Test.exe!UGameEngine::Start()
[2026.10.02-01.38.14:190][ 0]LogWindows: Error: [Callstack] 0x00007ff6ad00e2e3 Test.exe!FEngineLoop::Init()
[2026.10.02-01.38.14:190][ 0]LogWindows: Error: [Callstack] 0x00007ff6ad00d6f7 Test.exe!GuardedMain()
[2026.10.02-01.38.14:190][ 0]LogWindows: Error: [Callstack] 0x00007ff6ad00d8ba Test.exe!GuardedMainWrapper()
[2026.10.02-01.38.14:190][ 0]LogWindows: Error: [Callstack] 0x00007ff6ad0114a0 Test.exe!LaunchWindowsStartup()
[2026.10.02-01.38.14:190][ 0]LogWindows: Error: [Callstack] 0x00007ff6ad020294 Test.exe!WinMain()
[2026.10.02-01.38.14:190][ 0]LogWindows: Error: [Callstack] 0x00007ff6b24804ae Test.exe!__scrt_common_main_seh() [D:\a_work\1\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl:288]
[2026.10.02-01.38.14:190][ 0]LogWindows: Error: [Callstack] 0x00007ff89973cd87 KERNEL32.DLL!UnknownFunction

Additional Notes

  • The crash is deterministic, not timing-related — reproduced with delays from 0 to 10 seconds before the call.
  • No debug symbols were available in any crash dump despite enabling “Include Debug Files” in packaging settings; the .pdb was present but the engine’s own crash reporter did not resolve symbols from it.
  • A separate issue was also encountered on 5.8.3: pure Blueprint-only projects fail to package at all with a Turnkey/BuildTargetInfo ensure error, requiring an empty C++ class to be added as a workaround. This may or may not be related to the main issue.
  • Engine installation was verified via the Epic Games Launcher with no changes reported.

Yeah same here, works totally fine in editor. But regardless of when it’s called or the type of standalone build it is, I get the exact same crash on first call of any of the geometry scripting functions which modify a dynamic mesh. (In my case, I was calling AppendSphereBox AppendTorus and AppendSimpleSweptPolygon)

Not hitting any of the breakpoints in my debugger either :confused: