Hey everyone, so I’m adding some timers to my game to manage health decay and gain over time.
But I’m getting a “Fatal error!” message when I compile. Then I relaunch the editor, and I get it during loading again. Removing the code and building in VS seems to fix it. But that’s obviously not a solution, since I need these timers.
The code that causes a crash is as follows:
GetWorldTimerManager().SetTimer(m_bloodChangeTimer, this, &ADivisionPlayerState::BloodTick, 1, true);
And I get this exception in my log:
[2016.02.07-03.31.46:620][ 0]LogWindows:Error: === Critical error: ===
Fatal error!
Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x000001b0
UE4Editor-Engine.dll!AActor::GetWorldTimerManager() [c:\users\oyasu_000\documents\unreal_engine\unrealengine\engine\source\runtime\engine\private\actor.cpp:282]
UE4Editor-Division-8438.dll
UE4Editor-CoreUObject.dll!UClass::CreateDefaultObject() [c:\users\oyasu_000\documents\unreal_engine\unrealengine\engine\source\runtime\coreuobject\private\uobject\class.cpp:2761]
UE4Editor-CoreUObject.dll!UObjectLoadAllCompiledInDefaultProperties() [c:\users\oyasu_000\documents\unreal_engine\unrealengine\engine\source\runtime\coreuobject\private\uobject\uobjectbase.cpp:724]
UE4Editor-CoreUObject.dll!ProcessNewlyLoadedUObjects() [c:\users\oyasu_000\documents\unreal_engine\unrealengine\engine\source\runtime\coreuobject\private\uobject\uobjectbase.cpp:818]
UE4Editor-CoreUObject.dll!TBaseStaticDelegateInstance<void __cdecl(void)>::ExecuteIfSafe() [c:\users\oyasu_000\documents\unreal_engine\unrealengine\engine\source\runtime\core\public\delegates\delegateinstancesimpl_variadics.inl:1021]
UE4Editor-Core.dll!TBaseMulticastDelegate<void>::Broadcast() [c:\users\oyasu_000\documents\unreal_engine\unrealengine\engine\source\runtime\core\public\delegates\delegatesignatureimpl_variadics.inl:921]
UE4Editor-Core.dll!FModuleManager::LoadModuleWithFailureReason() [c:\users\oyasu_000\documents\unreal_engine\unrealengine\engine\source\runtime\core\private\modules\modulemanager.cpp:427]
UE4Editor-Projects.dll!FModuleDescriptor::LoadModulesForPhase() [c:\users\oyasu_000\documents\unreal_engine\unrealengine\engine\source\runtime\projects\private\moduledescriptor.cpp:395]
UE4Editor-Projects.dll!FProjectManager::LoadModulesForProject() [c:\users\oyasu_000\documents\unreal_engine\unrealengine\engine\source\runtime\projects\private\projectmanager.cpp:53]
UE4Editor.exe!FEngineLoop::LoadStartupModules() [c:\users\oyasu_000\documents\unreal_engine\unrealengine\engine\source\runtime\launch\private\launchengineloop.cpp:2078]
UE4Editor.exe!FEngineLoop::PreInit() [c:\users\oyasu_000\documents\unreal_engine\unrealengine\engine\source\runtime\launch\private\launchengineloop.cpp:1551]
UE4Editor.exe!GuardedMain() [c:\users\oyasu_000\documents\unreal_engine\unrealengine\engine\source\runtime\launch\private\launch.cpp:110]
UE4Editor.exe!GuardedMainWrapper() [c:\users\oyasu_000\documents\unreal_engine\unrealengine\engine\source\runtime\launch\private\windows\launchwindows.cpp:126]
UE4Editor.exe!WinMain() [c:\users\oyasu_000\documents\unreal_engine\unrealengine\engine\source\runtime\launch\private\windows\launchwindows.cpp:200]
UE4Editor.exe!__scrt_common_main_seh() [f:\dd\vctools\crt\vcstartup\src\startup\exe_common.inl:264]
KERNEL32.DLL
ntdll.dll
ntdll.dll
Anyone have any idea what is wrong?
Thank you very much!