I have this error very often when compiling blueprint in my project. It happens every 3rd or 4th time I press Compile button, so it is very annoying. Both 4.8.0 and 4.8.1 versions are affected.
Here is stack trace of the crash:
Access violation - code c0000005 (first/second chance not available)
""
UE4Editor_GitSourceControl!FGitSourceControlProvider::Tick()
UE4Editor_SourceControl!FSourceControlModule::Tick() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\developer\sourcecontrol\private\sourcecontrolmodule.cpp:223]
UE4Editor_UnrealEd!UEditorEngine::Tick() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\editor\unrealed\private\editorengine.cpp:1489]
UE4Editor_UnrealEd!UUnrealEdEngine::Tick() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\editor\unrealed\private\unrealedengine.cpp:366]
UE4Editor!FEngineLoop::Tick() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\launch\private\launchengineloop.cpp:2359]
UE4Editor!GuardedMain() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\launch\private\launch.cpp:142]
UE4Editor!GuardedMainWrapper() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\launch\private\windows\launchwindows.cpp:126]
UE4Editor!WinMain() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\launch\private\windows\launchwindows.cpp:200]
EDIT: I found a way to reproduce it:
- Create a blank project.
- Create a git repository inside the folder of the new project.
- Setup connection to source control.
- Close editor and open it again.
- Create Actor blueprint.
- Enable “Save on Success only” compilation option inside the blueprint editor.
- Make some changes to Components, Event graph or anything you like and press compile.
- After one or two attempts it crashes.
EDIT 2: Possibly related to this bug. I get almost identical crash stack trace when try to rename a blueprint under source control through Content Browser. Looks like editor performs similar operations when renaming and saving after compilation.