EXCEPTION_ACCESS_VIOLATION not reproducible in editor

I’m working on a mod for a game in UE 4.26. When I try to test the mod in-game, I can consistently get the game to crash in a particular place, and looking at the crash log, the cause seems to be

Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x0000000000000000

The problem is that I can’t seem to replicate the problem when playing the game in the editor.

Does the editor just silently drop memory access exceptions by default, and there’s a setting I need to change?

Would greatly appreciate any suggestions.

Thanks

This is not really a memory access exception, but rather a null pointer exception.
It means the native (c++) code is trying to access an object which is not defined, or which has been destroyed, and the code didn’t check for validity of object before accessing it.

The full stack trace would help figuring out where it comes from.
If don’t have access to source code, it might still give some hint.

Games don’t always behave the same in editor and when packaged.
First, all editor data is stripped from packaged builds, and while it shouldn’t impact gameplay, it could have repercussions on mods.
Secondly, timing considerations and race conditions are often not the same in game as compared to PIE (and further differ when you add multiplayer). Things are not necessarily initialized in the same order, so if you rely on a specific ordering of events (mostly initialization of stuff) that you witnessed in editor, it might just not work in game.