EXCEPTION_ACCESS_VIOLATION reading address 0x00001380

The editor crashes with “no mini dump found for this crash” whenever I open one of my world composition levels, it did not do this till I updated my project to 8.1 (luckily made a copy, so the 4.7 version still works).

Here is the crash log where I found the reason for the crash (the title of this post):
Crash Log

PhysX3PROFILE_x64.dll {0x00007ff9a253e0aa} + 0 bytes
PhysX3PROFILE_x64.dll {0x00007ff9a25382c7} + 0 bytes
UE4Editor-Engine.dll!FPhysScene::SetKinematicTarget_AssumesLocked() {0x00007ff9a76ee8fb} + 0 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\sou
UE4Editor-Engine.dll!<lambda_3e6f285fec12ed4bd2f467845abed2ee>::operator()() {0x00007ff9a7629af0} + 0 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\sou

Crash happened in PhysX library

How would I go about fixing this? And thanks for the quick reply!

Hi gmc,

Can you post your call stack as well along with your machine ID so I can check this report in our crash database?

Also if you have any steps to reproduce the problem that would be helpful as well.

Thank you!

Tim

I think I already attached the call stack(above) unless its the .dump file that was created along with it, which I can’t attach to this post; if it’s neither, where would I find it? Also, where would I find the Machine ID? As for reproducing this, I’ll try to remake the level and see what crashes it!

The attached file is just the log. The call stack would be the code in the crash reporter window that comes up where you click “Send” as well as type in a description.

This has a section at the top that lists the Epic ID and Machine ID. Either of these numbers will be helpful in looking up your crash report.

Thanks!

Ok I can’t get you the call stack since it says “No minidump found for this crash” but here is the Machine ID: 6332131F418FB82EDC7501B8099D69B2

Ok, I have tried to reproduce this, but the error comes up even in my Persistant Level (when I use PIE) which only has: Atmospheric Fog, Sky_Sphere (which is missing a texture) (the material is M_Sky_Panning_Clouds2 in the Engine Sky folder), LandscapeGizmoActiveActor, a Shape_Plane asset, player start, Sky light, and WindDirectionalSource; which when added to a new world comp does not make it crash. However, I noticed I can load every map by, instead of starting the game with the levels that crash, I opened my Menu level and opened them from there with the level bp and the command “open level”
I did migrate the world comp level to a new project and got this call stack: Call Stack

Well, whatever was making this crash, is no longer happening in preview 8.2!
I guess ill just mark this as answered!