Annoying Crash on dragging from execution pins

Hi,
Recently, I’ve been facing editor crashes too often, especially when I want to drag the execution pin from one node to call another function/event. I don’t have Editor Symbols installed, but I will download it today.
This is my initial crash report, and I’m using UE5.03

Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0xffffffffffffffff

UnrealEditor_CoreUObject
UnrealEditor_CoreUObject
UnrealEditor_CoreUObject
UnrealEditor_CoreUObject
UnrealEditor_CoreUObject
UnrealEditor_Engine
UnrealEditor_CoreUObject
UnrealEditor_CoreUObject
UnrealEditor_CoreUObject
UnrealEditor_Engine
UnrealEditor_Engine
UnrealEditor_Core
UnrealEditor_CoreUObject
UnrealEditor_CoreUObject
UnrealEditor_CoreUObject
UnrealEditor_CoreUObject
UnrealEditor_CoreUObject
UnrealEditor_Engine
UnrealEditor_Engine
UnrealEditor_Engine
UnrealEditor_CoreUObject
UnrealEditor_ApplicationCore
UnrealEditor_ApplicationCore
user32
user32
UnrealEditor_ApplicationCore
UnrealEditor
UnrealEditor
UnrealEditor
UnrealEditor
UnrealEditor
UnrealEditor
kernel32
ntdll

Hi Neama,

I trimmed down that crash log output you posted. You’re right that downloading the Editor Symbols will help to get a better idea of the crash.

The best way to report a crash is to reproduce it in a new blank project. So let us know what the nodes/functions to place + drag execution nodes to and I’ll try it on my PC.

1 Like

Hi there! Thanks for your edit!
I downloaded the Editor Symbols the next day (three days ago) and so far, no crash at all!
I don’t have any idea if just installing Editor Symbols solves engine-level bugs. My engine works smoothly and nothing happened yet!

Hi, after using engine with Editor Symbols installed for a while, now I have those annoying crashes again. Here is my crash log:

Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x0000000000000440

UnrealEditor_BlueprintGraph!FMemberReference::FillSimpleMemberReference() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Classes\Engine\MemberReference.h:538]
UnrealEditor_BlueprintGraph!UEdGraphSchema_K2::ConvertPropertyToPinType() [D:\build++UE5\Sync\Engine\Source\Editor\BlueprintGraph\Private\EdGraphSchema_K2.cpp:3563]
UnrealEditor_BlueprintGraph!UEdGraphSchema_K2::FunctionHasParamOfType() [D:\build++UE5\Sync\Engine\Source\Editor\BlueprintGraph\Private\EdGraphSchema_K2.cpp:1084]
UnrealEditor_BlueprintGraph!BlueprintActionFilterImpl::IsFunctionMissingPinParam() [D:\build++UE5\Sync\Engine\Source\Editor\BlueprintGraph\Private\BlueprintActionFilter.cpp:1480]
UnrealEditor_BlueprintGraph!FBlueprintActionFilter::IsFilteredByThis() [D:\build++UE5\Sync\Engine\Source\Editor\BlueprintGraph\Private\BlueprintActionFilter.cpp:2201]
UnrealEditor_BlueprintGraph!FBlueprintActionFilter::IsFiltered() [D:\build++UE5\Sync\Engine\Source\Editor\BlueprintGraph\Private\BlueprintActionFilter.cpp:2142]
UnrealEditor_Kismet!FBlueprintActionMenuBuilderImpl::FMenuSectionDefinition::MakeMenuItems() [D:\build++UE5\Sync\Engine\Source\Editor\Kismet\Private\BlueprintActionMenuBuilder.cpp:411]
UnrealEditor_Kismet!FBlueprintActionMenuBuilder::RebuildActionList() [D:\build++UE5\Sync\Engine\Source\Editor\Kismet\Private\BlueprintActionMenuBuilder.cpp:541]
UnrealEditor_Kismet!FBlueprintActionMenuUtils::MakeContextMenu() [D:\build++UE5\Sync\Engine\Source\Editor\Kismet\Private\BlueprintActionMenuUtils.cpp:696]
UnrealEditor_Kismet!SBlueprintActionMenu::CollectAllActions() [D:\build++UE5\Sync\Engine\Source\Editor\Kismet\Private\SBlueprintActionMenu.cpp:491]
UnrealEditor_Kismet!TBaseSPMethodDelegateInstance<0,SBlueprintActionMenu,1,void __cdecl(FGraphActionListBuilderBase &),FDefaultDelegateUserPolicy>::ExecuteIfSafe() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Delegates\DelegateInstancesImpl.h:307]
UnrealEditor_GraphEditor!SGraphActionMenu::RefreshAllActions() [D:\build++UE5\Sync\Engine\Source\Editor\GraphEditor\Private\SGraphActionMenu.cpp:374]
UnrealEditor_GraphEditor!SGraphActionMenu::Construct() [D:\build++UE5\Sync\Engine\Source\Editor\GraphEditor\Private\SGraphActionMenu.cpp:364]
UnrealEditor_Kismet!SBlueprintActionMenu::Construct() [D:\build++UE5\Sync\Engine\Source\Editor\Kismet\Private\SBlueprintActionMenu.cpp:298]
UnrealEditor_Kismet!FBlueprintEditor::OnCreateGraphActionMenu() [D:\build++UE5\Sync\Engine\Source\Editor\Kismet\Private\BlueprintEditor.cpp:3699]
UnrealEditor_Kismet!TBaseSPMethodDelegateInstance<0,FBlueprintEditor,1,FActionMenuContent __cdecl(UEdGraph *,UE::Math::TVector2 const &,TArray<UEdGraphPin *,TSizedDefaultAllocator<32> > const &,bool,TDelegate<void __cdecl(void),FDefaultDelegateUserPo() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Delegates\DelegateInstancesImpl.h:290]
UnrealEditor_GraphEditor!SGraphEditorImpl::GraphEd_OnGetContextMenuFor() [D:\build++UE5\Sync\Engine\Source\Editor\GraphEditor\Private\SGraphEditorImpl.cpp:1193]
UnrealEditor_GraphEditor!TBaseSPMethodDelegateInstance<0,SGraphEditorImpl,1,FActionMenuContent __cdecl(FGraphContextMenuArguments const &),FDefaultDelegateUserPolicy>::Execute() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Delegates\DelegateInstancesImpl.h:290]
UnrealEditor_GraphEditor!SGraphPanel::SummonContextMenu() [D:\build++UE5\Sync\Engine\Source\Editor\GraphEditor\Private\SGraphPanel.cpp:1132]
UnrealEditor_GraphEditor!FDragConnection::DroppedOnPanel() [D:\build++UE5\Sync\Engine\Source\Editor\GraphEditor\Private\DragConnection.cpp:310]
UnrealEditor_GraphEditor!SGraphPanel::OnDrop() [D:\build++UE5\Sync\Engine\Source\Editor\GraphEditor\Private\SGraphPanel.cpp:954]
UnrealEditor_Slate!<lambda_471858b7e70a8b68bd65bc435c2a047c>::operator()() [D:\build++UE5\Sync\Engine\Source\Runtime\Slate\Private\Framework\Application\SlateApplication.cpp:5001]
UnrealEditor_Slate!FEventRouter::Route<FReply,FEventRouter::FBubblePolicy,FPointerEvent,<lambda_471858b7e70a8b68bd65bc435c2a047c> >() [D:\build++UE5\Sync\Engine\Source\Runtime\Slate\Private\Framework\Application\SlateApplication.cpp:405]
UnrealEditor_Slate!FSlateApplication::RoutePointerUpEvent() [D:\build++UE5\Sync\Engine\Source\Runtime\Slate\Private\Framework\Application\SlateApplication.cpp:4996]
UnrealEditor_Slate!FSlateApplication::ProcessMouseButtonUpEvent() [D:\build++UE5\Sync\Engine\Source\Runtime\Slate\Private\Framework\Application\SlateApplication.cpp:5493]
UnrealEditor_Slate!FSlateApplication::OnMouseUp() [D:\build++UE5\Sync\Engine\Source\Runtime\Slate\Private\Framework\Application\SlateApplication.cpp:5458]
UnrealEditor_ApplicationCore!FWindowsApplication::ProcessDeferredMessage() [D:\build++UE5\Sync\Engine\Source\Runtime\ApplicationCore\Private\Windows\WindowsApplication.cpp:2210]
UnrealEditor_ApplicationCore!FWindowsApplication::DeferMessage() [D:\build++UE5\Sync\Engine\Source\Runtime\ApplicationCore\Private\Windows\WindowsApplication.cpp:2699]
UnrealEditor_ApplicationCore!FWindowsApplication::ProcessMessage() [D:\build++UE5\Sync\Engine\Source\Runtime\ApplicationCore\Private\Windows\WindowsApplication.cpp:1078]
UnrealEditor_ApplicationCore!FWindowsApplication::AppWndProc() [D:\build++UE5\Sync\Engine\Source\Runtime\ApplicationCore\Private\Windows\WindowsApplication.cpp:916]
user32
user32
UnrealEditor_ApplicationCore!FWindowsPlatformApplicationMisc::PumpMessages() [D:\build++UE5\Sync\Engine\Source\Runtime\ApplicationCore\Private\Windows\WindowsPlatformApplicationMisc.cpp:138]
UnrealEditor!FEngineLoop::Tick() [D:\build++UE5\Sync\Engine\Source\Runtime\Launch\Private\LaunchEngineLoop.cpp:5139]
UnrealEditor!GuardedMain() [D:\build++UE5\Sync\Engine\Source\Runtime\Launch\Private\Launch.cpp:183]
UnrealEditor!GuardedMainWrapper() [D:\build++UE5\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:147]
UnrealEditor!LaunchWindowsStartup() [D:\build++UE5\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:283]
UnrealEditor!WinMain() [D:\build++UE5\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:330]
UnrealEditor!__scrt_common_main_seh() [d:\a01_work\6\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl:288]
kernel32
ntdll

Thanks for that,

Installing editor symbols wont solve any bugs, but it will give you some extra information.

At this point C++ knowledge would be required to troubleshoot further. (By digging into how that “FillSimpleMemberReference()” is functioning/failing)

If possible, list the steps to reproduce this crash in a new project. This would be needed for a bug report.

1 Like