Game Crashes
I have a really hard time trying to understand the Crash Reporter but I do understand which line it doesn’t like. Here is the report:
Blaster.log (94.0 KB)
& this:
Error LogWindows === Critical error: ===
Error LogWindows Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x00000000000003f0
Error LogWindows [Callstack] 0x00007ffbd970ced9 UnrealEditor-Blaster.dll!UCombatComponent::StartFireTimer() [C:\Users\rlifs\Desktop\Home\Unreal\Blaster\Source\Blaster\BlasterComponents\CombatComponent.cpp:226]
Error LogWindows [Callstack] 0x00007ffbd9706865 UnrealEditor-Blaster.dll!TBaseUObjectMethodDelegateInstance<0,ABlasterCharacter,void __cdecl(void),FDefaultDelegateUserPolicy>::Execute() [C:\Program Files\Epic Games\UE_5.0\Engine\Source\Runtime\Core\Public\Delegates\DelegateInstancesImpl.h:594]
Error LogWindows [Callstack] 0x00007ffc4296be2f UnrealEditor-Engine.dll!FInputActionUnifiedDelegate::Execute() [D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Classes\Components\InputComponent.h:288]
Error LogWindows [Callstack] 0x00007ffc4299b743 UnrealEditor-Engine.dll!UPlayerInput::ProcessInputStack() [D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\UserInterface\PlayerInput.cpp:1419]
Error LogWindows [Callstack] 0x00007ffc42348268 UnrealEditor-Engine.dll!APlayerController::ProcessPlayerInput() [D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\PlayerController.cpp:2609]
Error LogWindows [Callstack] 0x00007ffc4235d4e5 UnrealEditor-Engine.dll!APlayerController::TickPlayerInput() [D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\PlayerController.cpp:4762]
Error LogWindows [Callstack] 0x00007ffc4234624d UnrealEditor-Engine.dll!APlayerController::PlayerTick() [D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\PlayerController.cpp:2234]
Error LogWindows [Callstack] 0x00007ffc4235c680 UnrealEditor-Engine.dll!APlayerController::TickActor() [D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\PlayerController.cpp:4914]
Error LogWindows [Callstack] 0x00007ffc40d1ea96 UnrealEditor-Engine.dll!FActorTickFunction::ExecuteTick() [D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\Actor.cpp:197]
Error LogWindows [Callstack] 0x00007ffc42835a0f UnrealEditor-Engine.dll!FTickFunctionTask::DoTask() [D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\TickTaskManager.cpp:284]
Error LogWindows [Callstack] 0x00007ffc4283ccf8 UnrealEditor-Engine.dll!TGraphTask<FTickFunctionTask>::ExecuteTask() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Public\Async\TaskGraphInterfaces.h:975]
Error LogWindows [Callstack] 0x00007ffc44cd3a9d UnrealEditor-Core.dll!FNamedTaskThread::ProcessTasksNamedThread() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\TaskGraph.cpp:753]
Error LogWindows [Callstack] 0x00007ffc44cd3f3e UnrealEditor-Core.dll!FNamedTaskThread::ProcessTasksUntilQuit() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\TaskGraph.cpp:642]
Error LogWindows [Callstack] 0x00007ffc44cdd6af UnrealEditor-Core.dll!FTaskGraphCompatibilityImplementation::WaitUntilTasksComplete() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\TaskGraph.cpp:2169]
Error LogWindows [Callstack] 0x00007ffc42852f0a UnrealEditor-Engine.dll!FTickTaskSequencer::ReleaseTickGroup() [D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\TickTaskManager.cpp:565]
Error LogWindows [Callstack] 0x00007ffc428598b0 UnrealEditor-Engine.dll!FTickTaskManager::RunTickGroup() [D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\TickTaskManager.cpp:1592]
Error LogWindows [Callstack] 0x00007ffc4189f08f UnrealEditor-Engine.dll!UWorld::RunTickGroup() [D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\LevelTick.cpp:790]
Error LogWindows [Callstack] 0x00007ffc418a79c0 UnrealEditor-Engine.dll!UWorld::Tick() [D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\LevelTick.cpp:1531]
Error LogWindows [Callstack] 0x00007ffbfd7fe5f5 UnrealEditor-UnrealEd.dll!UEditorEngine::Tick() [D:\build\++UE5\Sync\Engine\Source\Editor\UnrealEd\Private\EditorEngine.cpp:1777]
Error LogWindows [Callstack] 0x00007ffbfe18aac6 UnrealEditor-UnrealEd.dll!UUnrealEdEngine::Tick() [D:\build\++UE5\Sync\Engine\Source\Editor\UnrealEd\Private\UnrealEdEngine.cpp:474]
Error LogWindows [Callstack] 0x00007ff6ca6d82f6 UnrealEditor.exe!FEngineLoop::Tick() [D:\build\++UE5\Sync\Engine\Source\Runtime\Launch\Private\LaunchEngineLoop.cpp:5215]
Error LogWindows [Callstack] 0x00007ff6ca6f0d9c UnrealEditor.exe!GuardedMain() [D:\build\++UE5\Sync\Engine\Source\Runtime\Launch\Private\Launch.cpp:183]
Error LogWindows [Callstack] 0x00007ff6ca6f0e8a UnrealEditor.exe!GuardedMainWrapper() [D:\build\++UE5\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:147]
Error LogWindows [Callstack] 0x00007ff6ca6f3c4d UnrealEditor.exe!LaunchWindowsStartup() [D:\build\++UE5\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:283]
Error LogWindows [Callstack] 0x00007ff6ca705564 UnrealEditor.exe!WinMain() [D:\build\++UE5\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:330]
Error LogWindows [Callstack] 0x00007ff6ca708736 UnrealEditor.exe!__scrt_common_main_seh() [d:\a01\_work\6\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl:288]
Error LogWindows [Callstack] 0x00007ffca225247d KERNEL32.DLL!UnknownFunction []
Error LogWindows [Callstack] 0x00007ffca36adfb8 ntdll.dll!UnknownFunction []
Here is the Function:
void UCombatComponent::StartFireTimer()
{
if(EquippedWeapon == nullptr && Character == nullptr) return;
Character->GetWorldTimerManager().SetTimer(FireTimer, this, &UCombatComponent::FireTimerFinished, EquippedWeapon->FireDelay);
}
Whenever I try to reference my EquippedWeapon->FireDelay, I get this Access Violation error. I’m pretty sure that is the problem because when I just give the InRate as a Fixed number it runs fine. Like this:
void UCombatComponent::StartFireTimer()
{
if(EquippedWeapon == nullptr && Character == nullptr) return;
Character->GetWorldTimerManager().SetTimer(FireTimer, this, &UCombatComponent::FireTimerFinished, 0.15f);
}
Any ideas on what the issue could be?
Or even better, how I can figure out how to solve the crash report?
I am using Rider and UE5
Thank you in advance!