Hello.
The editor crashed after I added “BlueprintReadWrite” to some variables of my C++ player and added a new axis mapping to get the player to bounce when “HitNotify”, And BAM the editor crashes and crashes no mater what I have tried.
I have tried deleteing:
Intermediate files for the project(both in the project folder and in the editor folder)
The data caches (The editor crashes immediately if there are no caches)
And I have also tried verifying the installation which caused “UE4Editor-Kismet.dll” to be downloaded.
The error happens in UE4Editor-Engine.dll!Z_Construct_UFunction_UKismetInputLibrary_ControllerEvent_GetEffectingButton() Line 14666 C++
The closest file to the exception is “4.10\Engine\Source\Runtime\CoreUObject\Private\UObject\UObjectBase.cpp” at line 656
Output window:
Exception thrown at 0x0000000600000000 in UE4Editor.exe: 0xC0000005: Access violation executing location 0x0000000600000000.
Here is a snippet of the function:
/**
- Load any outstanding compiled in default properties
/
static void UObjectLoadAllCompiledInDefaultProperties()
{
const bool bHaveRegistrants = GetDeferredCompiledInRegistration().Num() != 0;
if( bHaveRegistrants )
{
TArray<class UClass ()()> PendingRegistrants;
TArray<UClass> NewClasses;
PendingRegistrants = GetDeferredCompiledInRegistration();
GetDeferredCompiledInRegistration().Empty();
for(int32 RegistrantIndex = 0;RegistrantIndex < PendingRegistrants.Num();++RegistrantIndex)
{
NewClasses.Add(PendingRegistrantsRegistrantIndex); // <— Here is the error
}
Callstack:
0000000600000000() Unknown
UE4Editor-Engine.dll!Z_Construct_UFunction_UKismetInputLibrary_ControllerEvent_GetEffectingButton() Line 14666 C++
UE4Editor-Engine.dll!Z_Construct_UClass_UKismetInputLibrary() Line 15652
UE4Editor-CoreUObject.dll!UObjectLoadAllCompiledInDefaultProperties() Line 656
UE4Editor-CoreUObject.dll!ProcessNewlyLoadedUObjects() Line 752
UE4Editor.exe!FEngineLoop::PreInit(const wchar_t * CmdLine) Line 1392
UE4Editor.exe!GuardedMain(const wchar_t * CmdLine, HINSTANCE__ * hInInstance, HINSTANCE__ * hPrevInstance, int nCmdShow) Line 110
UE4Editor.exe!WinMain(HINSTANCE__ * hInInstance, HINSTANCE__ * hPrevInstance, char * __formal, int nCmdShow) Line 189
I can upload the minidump if required (BTW The Send minidump buttons on crash don’t do anything for me)
Here is the last piece of the log file:
[2016.02.13-13.26.32:990][ 0]LogDerivedDataCache:Display: Max Cache Size: 512 MB
[2016.02.13-13.26.32:990][ 0]LogDerivedDataCache:Display: Starting with empty Boot cache
[2016.02.13-13.26.32:991][ 0]LogDerivedDataCache: FDerivedDataBackendGraph: Pak pak cache file C:/Users/Ryan Vermeulen/AppData/Local/UnrealEngine/4.10/DerivedDataCache/DDC.ddp not found, will not use a pak cache.
[2016.02.13-13.26.32:991][ 0]LogDerivedDataCache: Unable to find inner node Pak for hierarchical cache Hierarchy.
[2016.02.13-13.26.32:991][ 0]LogDerivedDataCache: FDerivedDataBackendGraph: CompressedPak pak cache file C:/Users/Ryan Vermeulen/AppData/Local/UnrealEngine/4.10/DerivedDataCache/Compressed.ddp not found, will not use a pak cache.
[2016.02.13-13.26.32:991][ 0]LogDerivedDataCache: Unable to find inner node CompressedPak for hierarchical cache Hierarchy.
[2016.02.13-13.26.33:071][ 0]LogDerivedDataCache:Display: Pak cache opened for reading …/…/…/Engine/DerivedDataCache/Compressed.ddp.
[2016.02.13-13.26.33:084][ 0]LogDerivedDataCache: Using Local data cache path C:/Users/Ryan Vermeulen/AppData/Local/UnrealEngine/Common/DerivedDataCache: Writable
[2016.02.13-13.26.33:599][ 0]LogWindows:Error: === Critical error: ===
Fatal error!
[2016.02.13-13.26.33:707][ 0]LogExit: Executing StaticShutdownAfterError
[2016.02.13-13.26.33:709][ 0]LogWindows: FPlatformMisc::RequestExit(1)
[2016.02.13-13.26.33:709][ 0]Log file closed, 02/13/16 15:26:33
I don’t know what else to do.
I would appreciate any help in getting the editor running again.
I am going to continue tinkering a bit more to see if I cannot locate the cause.