It always crashes after add or modifies c++ source.
And I tried to report this to the Unreal Engine Bug Submission page, but it doesn’t give any responses after submitting.
Unhandled exception at 0x00007FFBDDBB0DE8 (UE4Editor-CoreUObject.dll) in UE4Editor.exe: 0xC0000005: Access violation reading location 0x00007F0200000018.
[Disassembly]
// Serialize the field as FFieldPath
TFieldPath<FField> PropertyPath(Value);
00007FFBDDBB0DD9 mov rdx,qword ptr [rsi]
00007FFBDDBB0DDC xor r12d,r12d
00007FFBDDBB0DDF test rdx,rdx
00007FFBDDBB0DE2 je FPropertyProxyArchive::operator<<+4Eh (07FFBDDBB0DEEh)
00007FFBDDBB0DE4 mov rax,qword ptr [rdx+8]
00007FFBDDBB0DE8 test byte ptr [rax+18h],1 // exception from here
00007FFBDDBB0DEC jne FPropertyProxyArchive::operator<<+51h (07FFBDDBB0DF1h)
00007FFBDDBB0DEE mov rdx,r12
00007FFBDDBB0DF1 xorps xmm0,xmm0
00007FFBDDBB0DF4 movdqu xmmword ptr [rbp-49h],xmm0
00007FFBDDBB0DF9 mov dword ptr [rbp-39h],r12d
00007FFBDDBB0DFD mov dword ptr [rbp-35h],0FFFFFFFFh
00007FFBDDBB0E04 mov dword ptr [rbp-31h],r12d
00007FFBDDBB0E08 mov qword ptr [rbp-29h],r12
00007FFBDDBB0E0C mov qword ptr [rbp-21h],r12
00007FFBDDBB0E10 lea rcx,[rbp-49h]
00007FFBDDBB0E14 call FFieldPath::Generate (07FFBDDCE8120h)
00007FFBDDBB0E19 nop
*this << PropertyPath;
[CallStack]
[Inline Frame] UE4Editor-CoreUObject.dll!FField::HasAnyCastFlags(const unsigned __int64) Line 499
at D:\Build\++UE4\Sync\Engine\Source\Runtime\CoreUObject\Public\UObject\Field.h(499)
[Inline Frame] UE4Editor-CoreUObject.dll!CastField(FField *) Line 796
at D:\Build\++UE4\Sync\Engine\Source\Runtime\CoreUObject\Public\UObject\Field.h(796)
[Inline Frame] UE4Editor-CoreUObject.dll!TFieldPath::{ctor}(FField * InProperty, TFieldPath::EDummy1) Line 328
at D:\Build\++UE4\Sync\Engine\Source\Runtime\CoreUObject\Public\UObject\FieldPath.h(328)
UE4Editor-CoreUObject.dll!FPropertyProxyArchive::operator<<(FField * & Value) Line 45
at D:\Build\++UE4\Sync\Engine\Source\Runtime\CoreUObject\Public\UObject\PropertyProxyArchive.h(45)
[Inline Frame] UE4Editor-CoreUObject.dll!operator<<(FArchive &) Line 93
at D:\Build\++UE4\Sync\Engine\Source\Runtime\CoreUObject\Public\UObject\UnrealType.h(93)
UE4Editor-CoreUObject.dll!UStruct::SerializeExpr(int & iCode, FArchive & Ar) Line 222
at D:\Build\++UE4\Sync\Engine\Source\Runtime\CoreUObject\Public\UObject\ScriptSerialization.h(222)
UE4Editor-CoreUObject.dll!UStruct::SerializeExpr(int & iCode, FArchive & Ar) Line 314
at D:\Build\++UE4\Sync\Engine\Source\Runtime\CoreUObject\Public\UObject\ScriptSerialization.h(314)
UE4Editor-CoreUObject.dll!UStruct::Serialize(FArchive & Ar) Line 1925
at D:\Build\++UE4\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\Class.cpp(1925)
UE4Editor-CoreUObject.dll!UFunction::Serialize(FArchive & Ar) Line 5555
at D:\Build\++UE4\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\Class.cpp(5555)
[Inline Frame] UE4Editor-HotReload.dll!FHotReloadModule::ReplaceReferencesToReconstructedCDOs::__l2::FFindRefTask::DoWork() Line 983
at D:\Build\++UE4\Sync\Engine\Source\Developer\HotReload\Private\HotReload.cpp(983)
UE4Editor-HotReload.dll!FAsyncTask