Don’t ask me how I did it, but I managed to dead lock my map to where every time I load it in editor, The whole editor crashes with access violation at address 0x0
I can’t even revert to a previous version either because as soon as it loads, It goes poof
@ag3_killstreak Thank you for your report! Can you please re-post using the “New Issue” option on the Issues and Bug Reporting forums? Posts with this feature are connected directly into our development team so we can quickly get to them!
You may be able to revert to last Check-in if you close UEFN and move your Project folder out of Documents/Fortnite Projects with Windows Explorer.
Then when you open UEFN it will give you the option to download the last snapshot.
This project can’t be found at its expected location. If you have it on your computer, use the Browse button to find it. If not, you may need to sync it from your revision control system.
Ok, I rolled back to a previous snapshot and it still crashes as soon as the map loads.
I think the compiled verse code is causing it to crash.
Is there a way to delete the compiled verse script file and rebuild on map load to see if I can get in?
Edit:
Ok, I was able to suffix the verse extension with an underscore and got the map to load with lots of errors.
I compiled verse code again to see if that was the cause of the crash and sure enough, it poofed as soon as I built the verse code.
I’m going to pull pieces of code apart to see if I can figure out what the root cause is.
Edit2:
Ok, I think I figured it out.
In my game_controller_device I have: @editable
var CircleFormDevice : spawnplayers_circleformation_sky_device = spawnplayers_circleformation_sky_device{}
and in my spawnplayers_circleformation_sky_device I have: @editable
var GameControllerDevice : game_controller_device = game_controller_device{}
Each of these devices called to each other so I gave them both a reference handle, but I think this caused the issue.
Maybe this is related to a load order dependency that couldn’t be completed due to both classes referencing each other. That would explain the null pointer.