Editor crash, can't determine culprit

Hello, I’m having issues with the UE Editor crashing and can’t seem to find the culprit. I cloned the original project and started removing pieces to simplify it but still haven’t found the cause. The error is as follows:

MachineId:
EpicAccountId:

Access violation - code c0000005 (first/second chance not available)

“”

dlumd11
dlumd11
dlumd11
d3d11
d3d11
d3d11
d3d11
d3d11
d3d11
d3d11
d3d11
d3d11
d3d11
UE4Editor_D3D11RHI!FD3D11TextureBase::~FD3D11TextureBase() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\windows\d3d11rhi\public\d3d11resources.h:206]
UE4Editor_D3D11RHI!TD3D11Texture2D::~TD3D11Texture2D() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\windows\d3d11rhi\private\d3d11texture.cpp:203]
UE4Editor_D3D11RHI!TD3D11Texture2D::`vector deleting destructor’()
UE4Editor_RHI!FRHIResource::Release() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\rhi\public\rhiresources.h:51]
UE4Editor_D3D11RHI!FD3D11Viewport::Resize() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\windows\d3d11rhi\private\d3d11viewport.cpp:204]
UE4Editor_SlateRHIRenderer!FSlateRHIRenderer::ConditionalResizeViewport() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\slaterhirenderer\private\slaterhirenderer.cpp:325]
UE4Editor_SlateRHIRenderer!FSlateRHIRenderer::DrawWindows_Private() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\slaterhirenderer\private\slaterhirenderer.cpp:633]
UE4Editor_Slate!FSlateApplication::PrivateDrawWindows() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:1200]
UE4Editor_Slate!FSlateApplication::DrawWindows() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:927]
UE4Editor_Slate!FSlateApplication::Tick() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:1441]
UE4Editor_UnrealEd!TickSlate() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\editor\unrealed\private\feedbackcontexteditor.cpp:346]
UE4Editor_UnrealEd!FFeedbackContextEditor::StartSlowTask() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\editor\unrealed\private\feedbackcontexteditor.cpp:433]
UE4Editor_Core!FSlowTask::MakeDialog() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\core\private\misc\feedbackcontext.cpp:107]
UE4Editor_UnrealEd!SaveWorld() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\editor\unrealed\private\filehelpers.cpp:503]
UE4Editor_UnrealEd!FEditorFileUtils::SaveLevel() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\editor\unrealed\private\filehelpers.cpp:998]
UE4Editor_UnrealEd!FEditorFileUtils::SaveCurrentLevel() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\editor\unrealed\private\filehelpers.cpp:2782]
UE4Editor_LevelEditor!TBaseStaticDelegateInstance::ExecuteIfSafe() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\core\public\delegates\delegateinstancesimpl_variadics.inl:921]
UE4Editor_Slate!FUICommandList::ExecuteAction() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\slate\private\framework\commands\uicommandlist.cpp:87]
UE4Editor_Slate!SToolBarButtonBlock::OnClicked() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\slate\private\framework\multibox\stoolbarbuttonblock.cpp:296]
UE4Editor_Slate!TMemberFunctionCaller::operator()<>() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\core\public\delegates\delegateinstanceinterface_variadics.h:161]
UE4Editor_Slate!TTupleImpl >::ApplyAfter_ExplicitReturnType >() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\core\public\delegates\tuple.h:113]
UE4Editor_Slate!TBaseSPMethodDelegateInstance<0,SToolBarButtonBlock,0,FReply cdecl(void)>::Execute() [d:\buildfarm\buildmachine++depot+ue4-releases+4.9\engine\source\runtime\core\public\delegates\delegateinstancesimpl_variadics.inl:282]
UE4Editor_Slate!TBaseDelegate::Execute() [d:\buildfarm\buildmachine
++depot+ue4-releases+4.9\engine\source\runtime\core\public\delegates\delegatesignatureimpl_variadics.inl:440]
UE4Editor_Slate!SButton::OnMouseButtonUp() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\slate\private\widgets\input\sbutton.cpp:236]
UE4Editor_Slate!::operator()() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:4273]
UE4Editor_Slate!FEventRouter::Route >() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:214]
UE4Editor_Slate!FSlateApplication::RoutePointerUpEvent() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:4276]
UE4Editor_Slate!FSlateApplication::ProcessMouseButtonUpEvent() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:4660]
UE4Editor_Slate!FSlateApplication::OnMouseUp() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:4638]
UE4Editor_Core!FWindowsApplication::ProcessDeferredMessage() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\core\private\windows\windowsapplication.cpp:1403]
UE4Editor_Core!FWindowsApplication::DeferMessage() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\core\private\windows\windowsapplication.cpp:1708]
UE4Editor_Core!FWindowsApplication::ProcessMessage() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\core\private\windows\windowsapplication.cpp:706]
UE4Editor_Core!FWindowsApplication::AppWndProc() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\core\private\windows\windowsapplication.cpp:628]
user32
user32
UE4Editor_Core!FWindowsPlatformMisc::PumpMessages() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\core\private\windows\windowsplatformmisc.cpp:884]
UE4Editor!FEngineLoop::Tick() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\launch\private\launchengineloop.cpp:2392]
UE4Editor!GuardedMain() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\launch\private\launch.cpp:142]
UE4Editor!GuardedMainWrapper() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\launch\private\windows\launchwindows.cpp:126]
UE4Editor!WinMain() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\launch\private\windows\launchwindows.cpp:200]

Hello Eric,

Thank you for the response. How do I get the machine ID?

I haven’t experienced this error any longer, but I’m not sure what I changed in order to fix it.

Hi dsenter -

Just to confirm that I am looking at the correct logs in our Crash Reporter, can you make sure your Machine ID is: 2FB236494498CBDAFF7EB8BEB160B3A3

Also if you can give me a little background in what you were attempting to do when this crash occurred? From the logs files I am looking at it looks like you were trying to compile code, but the same log files do not show a crash error, just an editor closing event.

Finally can you post a copy of your DXDIAG?

Thank You

Eric Ketchum

The Machine ID and Epic ID will appear in the Crash Reporter before you send the Crash. The quickest way to just test, is to open the editor and in a Console Command windows (or Output log) type ‘debug crash’

That command will cause the editor to crash and bring up a Crash Reporter window, so you can see your Epic and Machine ID.

Hopefully the crash was a one time happenstance, if it returns feel free to post back and with the additional information I mentioned above and I will be back to help you out.

Eric Ketchum