fresh 5.1 install, EXCEPTION_ACCESS_VIOLATION 0x000 (with pointers)

Hi!

I have a fresh install of 5.1, I am only opening the engine itself for a fresh project (not opening an existing project)

I always crashes at 75%. After googling it was suggested on other threads to download pointers for better debugging, so I did and of course it still crashes, here is the crash log with pointers.

I have re-downloaded the whole engine
I have used the “verify” feature to validate all data
The only plugin that is installed is Quixel (default)
I also removed quixel, same crash
It crashes the same when I open any project, always at 75%
I have tried removing ALL components except core and pointers, same crash

Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x0000000000000000

UnrealEditor_UdpMessaging!UE::UdpMessaging::Private::DoJoinMulticastGroup() [D:\build\++UE5\Sync\Engine\Plugins\Messaging\UdpMessaging\Source\UdpMessaging\Private\Transport\UdpMessageTransport.cpp:162]
UnrealEditor_UdpMessaging!UE::UdpMessaging::Private::JoinedToGroup() [D:\build\++UE5\Sync\Engine\Plugins\Messaging\UdpMessaging\Source\UdpMessaging\Private\Transport\UdpMessageTransport.cpp:184]
UnrealEditor_UdpMessaging!FUdpMessageTransport::StartTransport() [D:\build\++UE5\Sync\Engine\Plugins\Messaging\UdpMessaging\Source\UdpMessaging\Private\Transport\UdpMessageTransport.cpp:244]
UnrealEditor_Messaging!FMessageBridge::Enable() [D:\build\++UE5\Sync\Engine\Source\Runtime\Messaging\Private\Bridge\MessageBridge.cpp:81]
UnrealEditor_UdpMessaging!FMessageBridgeBuilder::Build() [D:\build\++UE5\Sync\Engine\Source\Runtime\MessagingCommon\Public\MessageBridgeBuilder.h:109]
UnrealEditor_UdpMessaging!FUdpMessagingModule::InitializeBridge() [D:\build\++UE5\Sync\Engine\Plugins\Messaging\UdpMessaging\Source\UdpMessaging\Private\UdpMessagingModule.cpp:556]
UnrealEditor_UdpMessaging!FUdpMessagingModule::RestartServices() [D:\build\++UE5\Sync\Engine\Plugins\Messaging\UdpMessaging\Source\UdpMessaging\Private\UdpMessagingModule.cpp:354]
UnrealEditor_UdpMessaging!FUdpMessagingModule::StartupModule() [D:\build\++UE5\Sync\Engine\Plugins\Messaging\UdpMessaging\Source\UdpMessaging\Private\UdpMessagingModule.cpp:275]
UnrealEditor_Core!FModuleManager::LoadModuleWithFailureReason() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Private\Modules\ModuleManager.cpp:617]
UnrealEditor_Projects!FModuleDescriptor::LoadModulesForPhase() [D:\build\++UE5\Sync\Engine\Source\Runtime\Projects\Private\ModuleDescriptor.cpp:696]
UnrealEditor_Projects!FPluginManager::TryLoadModulesForPlugin() [D:\build\++UE5\Sync\Engine\Source\Runtime\Projects\Private\PluginManager.cpp:2078]
UnrealEditor_Projects!FPluginManager::LoadModulesForEnabledPlugins() [D:\build\++UE5\Sync\Engine\Source\Runtime\Projects\Private\PluginManager.cpp:2154]
UnrealEditor!FEngineLoop::LoadStartupModules() [D:\build\++UE5\Sync\Engine\Source\Runtime\Launch\Private\LaunchEngineLoop.cpp:4179]
UnrealEditor!FEngineLoop::PreInitPostStartupScreen() [D:\build\++UE5\Sync\Engine\Source\Runtime\Launch\Private\LaunchEngineLoop.cpp:3521]
UnrealEditor!GuardedMain() [D:\build\++UE5\Sync\Engine\Source\Runtime\Launch\Private\Launch.cpp:154]
UnrealEditor!GuardedMainWrapper() [D:\build\++UE5\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:107]
UnrealEditor!LaunchWindowsStartup() [D:\build\++UE5\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:244]
UnrealEditor!WinMain() [D:\build\++UE5\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:282]
UnrealEditor!__scrt_common_main_seh() [D:\a\_work\1\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl:288]
kernel32
ntdll

I had an epiphany, reading the crash log file generated after the crash, the last line always was

FUdpSocketBuilder: Failed to bind UdpMessageMulticastSocket to 0.0.0.0:6666. Error code 3.

Googling that results in many posts showing where this error is generated when the engine is running already, basically in-editor, so I dismissed it as a cause for a complete crash.
However after posting here I decided to go deeper with this error, and used

netstat -ano

to find which process may have port 6666 on UDP open
sample output would be:

UDP    0.0.0.0:6666           *:*                                    12952

Where the last entry - 12952 in my case - is the process ID that has that port open already, and then used task managers Details Tab to find the corresponding process and kill it. For me it was a TeamSpeak server running on that port. Now the engine starts normally.

@anonymous_user_584ef2261 else who might come accross this post in the future, try that
@epic maybe include some descriptive error in the crash log window, if that window had said (before pointers) that it crashed because of UDP port 6666, I would have found this much much much much sooner, the info is already there it seems, just not in the place that is shown to the user on crash

6666 is a rather strange choice of port if you ask me, they could have chosen something more random - or better, let the OS assign an available port