I’m working on a Socket project and made a connection which worked.
Then I created an infinite loop, ran it to see what would happen and it crashed.
Removed the code and tried to build the project in Visual Studio but it says “1 failed”, thus it won’t compile and it crashes when I try to open the editor.
Here is the error info after crash:
Access violation - code c0000005 (first/second chance not available)
UE4Editor_Engine!UEngine::AddOnScreenDebugMessage() + 4 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\engine\private\unrealengine.cpp:6141]
UE4Editor_fpstestto!ReadInput::connect() + 190 bytes [c:\users\julian\documents\unreal projects\fpstestto\source\fpstestto\readinput.cpp:28]
UE4Editor_fpstestto!AfpstesttoGameMode::AfpstesttoGameMode() + 254 bytes [c:\users\julian\documents\unreal projects\fpstestto\source\fpstestto\fpstesttogamemode.cpp:20]
UE4Editor_CoreUObject!UClass::CreateDefaultObject() + 435 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\coreuobject\private\uobject\class.cpp:2506]
UE4Editor_CoreUObject!UObjectLoadAllCompiledInDefaultProperties() + 805 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\coreuobject\private\uobject\uobjectbase.cpp:739]
UE4Editor_CoreUObject!ProcessNewlyLoadedUObjects() + 146 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\coreuobject\private\uobject\uobjectbase.cpp:815]
UE4Editor_CoreUObject!TBaseStaticDelegateInstance<void cdecl(void)>::ExecuteIfSafe() + 7 bytes [d:\buildfarm\buildmachine++depot+ue4-releases+4.7\engine\source\runtime\core\public\delegates\delegateinstancesimpl_variadics.inl:921]
UE4Editor_Core!TBaseMulticastDelegate<void>::Broadcast() + 149 bytes [d:\buildfarm\buildmachine++depot+ue4-releases+4.7\engine\source\runtime\core\public\delegates\delegatesignatureimpl_variadics.inl:1030]
UE4Editor_Core!FModuleManager::LoadModuleWithFailureReason() + 2194 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\core\private\modules\modulemanager.cpp:359]
UE4Editor_Projects!FModuleDescriptor::LoadModulesForPhase() + 784 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\projects\private\moduledescriptor.cpp:350]
UE4Editor_Projects!FProjectManager::LoadModulesForProject() + 581 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\projects\private\projectmanager.cpp:53]
UE4Editor!FEngineLoop::LoadStartupModules() + 705 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\launch\private\launchengineloop.cpp:1863]
UE4Editor!FEngineLoop::PreInit() + 11141 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\launch\private\launchengineloop.cpp:1400]
UE4Editor!GuardedMain() + 251 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\launch\private\launch.cpp:110]
UE4Editor!GuardedMainWrapper() + 26 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\launch\private\windows\launchwindows.cpp:126]
UE4Editor!WinMain() + 249 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\launch\private\windows\launchwindows.cpp:202]
UE4Editor!__tmainCRTStartup() + 329 bytes [f:\dd\vctools\crt\crtw32\dllstuff\crtexe.c:618]