That sounds interesting, may I ask on “where” in the code my issue may lie? I only worked in blueprints, would it be wise to just delete blueprint actors and level blueprint edits and built after every change to see if my issue persists or is there are more efficient way? thank you very much for the comment, its a bit reassuring to hear that at least my initial idea of hardware issue related crashes might be misleading.
(and I guess this here is the full error code, I dont see anything else from the crash window: EXCEPTION_ACCESS_VIOLATION reading address 0xffffffffffffffff
UnrealEditor_D3D12RHI
UnrealEditor_RenderCore
UnrealEditor_RenderCore
UnrealEditor_RenderCore
UnrealEditor_RenderCore
UnrealEditor_Core
UnrealEditor_Core
UnrealEditor_Core
UnrealEditor_Core
UnrealEditor_Core
UnrealEditor_Core
UnrealEditor_Core
UnrealEditor_Core
kernel32
ntdll"))