So, the plugin suddenly started making problems. Haven’t changed anything about the nav, as I’ve been dealing with level design recently. And yet – what used to work, now crashes the engine.
[SPOILER]
Access violation - code c0000005 (first/second not available)
UE4Editor_DonAINavigation!TSet<AActor *,DefaultKeyFuncs<AActor *,0>,FDefaultSetAllocator>::FindId() [g:\engines\unreal\source\ue_4_20\engine\source\runtime\core\public\containers\set.h:631]
UE4Editor_DonAINavigation!UBTTask_FlyTo::SchedulePathfindingRequest() [g:\engines\unreal\source\ue_4_20\engine\plugins\marketplace\donainavigation\source\donainavigation\private\behaviortree\bttask_flyto.cpp:92]
UE4Editor_DonAINavigation!UBTTask_FlyTo::ExecuteTask() [g:\engines\unreal\source\ue_4_20\engine\plugins\marketplace\donainavigation\source\donainavigation\private\behaviortree\bttask_flyto.cpp:58]
UE4Editor_AIModule!UBehaviorTreeComponent::ExecuteTask() [g:\engines\unreal\source\ue_4_20\engine\source\runtime\aimodule\private\behaviortree\behaviortreecomponent.cpp:1687]
UE4Editor_AIModule!UBehaviorTreeComponent::ProcessExecutionRequest() [g:\engines\unreal\source\ue_4_20\engine\source\runtime\aimodule\private\behaviortree\behaviortreecomponent.cpp:1448]
UE4Editor_AIModule!UBehaviorTreeComponent::TickComponent() [g:\engines\unreal\source\ue_4_20\engine\source\runtime\aimodule\private\behaviortree\behaviortreecomponent.cpp:1172]
UE4Editor_Engine!FActorComponentTickFunction::ExecuteTickHelper<<lambda_e8384def656dc646af48282ce274db64> >() [g:\engines\unreal\source\ue_4_20\engine\source\runtime\engine\classes\gameframework\actor.h:3095]
UE4Editor_Engine!FActorComponentTickFunction::ExecuteTick() [g:\engines\unreal\source\ue_4_20\engine\source\runtime\engine\private\components\actorcomponent.cpp:797]
UE4Editor_Engine!TGraphTask<FTickFunctionTask>::ExecuteTask() [g:\engines\unreal\source\ue_4_20\engine\source\runtime\core\public\async askgraphinterfaces.h:829]
UE4Editor_Core!FNamedTaskThread::ProcessTasksNamedThread() [g:\engines\unreal\source\ue_4_20\engine\source\runtime\core\private\async askgraph.cpp:665]
UE4Editor_Core!FNamedTaskThread::ProcessTasksUntilIdle() [g:\engines\unreal\source\ue_4_20\engine\source\runtime\core\private\async askgraph.cpp:585]
UE4Editor_Engine!FTickTaskSequencer::ReleaseTickGroup() [g:\engines\unreal\source\ue_4_20\engine\source\runtime\engine\private icktaskmanager.cpp:558]
UE4Editor_Engine!FTickTaskManager::RunTickGroup() [g:\engines\unreal\source\ue_4_20\engine\source\runtime\engine\private icktaskmanager.cpp:1455]
UE4Editor_Engine!UWorld::RunTickGroup() [g:\engines\unreal\source\ue_4_20\engine\source\runtime\engine\private\leveltick.cpp:780]
UE4Editor_Engine!UWorld::Tick() [g:\engines\unreal\source\ue_4_20\engine\source\runtime\engine\private\leveltick.cpp:1466]
UE4Editor_UnrealEd!UEditorEngine::Tick() [g:\engines\unreal\source\ue_4_20\engine\source\editor\unrealed\private\editorengine.cpp:1691]
UE4Editor_UnrealEd!UUnrealEdEngine::Tick() [g:\engines\unreal\source\ue_4_20\engine\source\editor\unrealed\private\unrealedengine.cpp:403]
UE4Editor!FEngineLoop::Tick() [g:\engines\unreal\source\ue_4_20\engine\source\runtime\launch\private\launchengineloop.cpp:3495]
UE4Editor!GuardedMain() [g:\engines\unreal\source\ue_4_20\engine\source\runtime\launch\private\launch.cpp:166]
UE4Editor!GuardedMainWrapper() [g:\engines\unreal\source\ue_4_20\engine\source\runtime\launch\private\windows\launchwindows.cpp:144]
UE4Editor!WinMain() [g:\engines\unreal\source\ue_4_20\engine\source\runtime\launch\private\windows\launchwindows.cpp:223]
UE4Editor!__scrt_common_main_seh() [f:\dd\vctools\crt\vcstartup\src\startup\exe_common.inl:288]
kernel32
ntdll
[/SPOILER]
I’ve dealt with access violation once before, it was due to the pawn being out of the nav volume bounds. It is not the case this time, I made double-sure of that.
UE 4.20.2, Blueprint project
Relevant screenshots: DoN's 3D Pathfinding woes - Album on Imgur