MakeTransform causes crash on 5.7.4 standalone, at least when passed to Add Component

My player character has an ActorComponent. At BeginPlay, the ActorComponent Adds a WidgetComponent to its Owner, my player character.

Everything works in the Editor, but a Windows standalone build, either Shipping or Development, will crash immediately.

After lots of builds, I isolated the issue and it’s this MakeTransform in the screenshot.

I have currently resolved it by just splitting the transform pin and setting my translation from there, and the build works.

While troubleshooting, I have tried moving this to a later moment in the game, and still had crashes.

I am on 5.7.4 installed from Epic Store on Windows 11

Logs from the crashing standalone build

[2026.03.24-20.37.49:710][ 0]LogWindows: Error: === Critical error: ===
[2026.03.24-20.37.49:710][ 0]LogWindows: Error:
[2026.03.24-20.37.49:710][ 0]LogWindows: Error: Fatal error!
[2026.03.24-20.37.49:710][ 0]LogWindows: Error:
[2026.03.24-20.37.49:710][ 0]LogWindows: Error: Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x0000000000000020
[2026.03.24-20.37.49:710][ 0]LogWindows: Error:
[2026.03.24-20.37.49:710][ 0]LogWindows: Error: [Callstack] 0x00007ff727bc292e Eon.exe!UObject::execCallMathFunction() []
[2026.03.24-20.37.49:710][ 0]LogWindows: Error: [Callstack] 0x00007ff727bc437b Eon.exe!UObject::execLet() []
[2026.03.24-20.37.49:710][ 0]LogWindows: Error: [Callstack] 0x00007ff727ba2c26 Eon.exe!ProcessLocalScriptFunction() []
[2026.03.24-20.37.49:710][ 0]LogWindows: Error: [Callstack] 0x00007ff727b83e86 Eon.exe!ProcessScriptFunction<void (__cdecl*)(UObject * __ptr64,FFrame & __ptr64,void * __ptr64)>() []
[2026.03.24-20.37.49:710][ 0]LogWindows: Error: [Callstack] 0x00007ff727b8ac7d Eon.exe!`TThreadSingleton<FBlueprintContextTracker>::Get'::`2'::<lambda_1>::operator()() []
[2026.03.24-20.37.49:710][ 0]LogWindows: Error: [Callstack] 0x00007ff727ba29bc Eon.exe!ProcessLocalFunction() []
[2026.03.24-20.37.49:710][ 0]LogWindows: Error: [Callstack] 0x00007ff727ba2c26 Eon.exe!ProcessLocalScriptFunction() []
[2026.03.24-20.37.49:710][ 0]LogWindows: Error: [Callstack] 0x00007ff727ba26c1 Eon.exe!UObject::ProcessInternal() []
[2026.03.24-20.37.49:710][ 0]LogWindows: Error: [Callstack] 0x00007ff7279306e6 Eon.exe!UFunction::Invoke() []
[2026.03.24-20.37.49:710][ 0]LogWindows: Error: [Callstack] 0x00007ff727ba1609 Eon.exe!UObject::ProcessEvent() []
[2026.03.24-20.37.49:710][ 0]LogWindows: Error: [Callstack] 0x00007ff72d1b42ac Eon.exe!UActorComponent::BeginPlay() []
[2026.03.24-20.37.49:710][ 0]LogWindows: Error: [Callstack] 0x00007ff72cd36363 Eon.exe!AActor::BeginPlay() []
[2026.03.24-20.37.49:710][ 0]LogWindows: Error: [Callstack] 0x00007ff72db8856b Eon.exe!APawn::BeginPlay() []
[2026.03.24-20.37.49:710][ 0]LogWindows: Error: [Callstack] 0x00007ff73217706b Eon.exe!AAlsCharacter::BeginPlay() [C:\Users\En\Repos\project-night\Plugins\ALS-Refactored\Source\ALS\Private\AlsCharacter.cpp:158]
[2026.03.24-20.37.49:710][ 0]LogWindows: Error: [Callstack] 0x00007ff72cd3fd20 Eon.exe!AActor::DispatchBeginPlay() []
[2026.03.24-20.37.49:710][ 0]LogWindows: Error: [Callstack] 0x00007ff72e4a05c9 Eon.exe!AWorldSettings::NotifyBeginPlay() []
[2026.03.24-20.37.49:710][ 0]LogWindows: Error: [Callstack] 0x00007ff72d5a0602 Eon.exe!AGameMode::HandleMatchHasStarted() []
[2026.03.24-20.37.49:710][ 0]LogWindows: Error: [Callstack] 0x00007ff72d5b50b5 Eon.exe!AGameMode::SetMatchState() []
[2026.03.24-20.37.49:710][ 0]LogWindows: Error: [Callstack] 0x00007ff72e37d42d Eon.exe!UWorld::BeginPlay() []
[2026.03.24-20.37.49:710][ 0]LogWindows: Error: [Callstack] 0x00007ff72e514bfd Eon.exe!UEngine::LoadMap() []
[2026.03.24-20.37.49:710][ 0]LogWindows: Error: [Callstack] 0x00007ff72e4d5546 Eon.exe!UEngine::Browse() []
[2026.03.24-20.37.49:710][ 0]LogWindows: Error: [Callstack] 0x00007ff72d5b67e5 Eon.exe!UGameInstance::StartGameInstance() []
[2026.03.24-20.37.49:710][ 0]LogWindows: Error: [Callstack] 0x00007ff72d5b627b Eon.exe!UGameEngine::Start() []
[2026.03.24-20.37.49:711][ 0]LogWindows: Error: [Callstack] 0x00007ff72e742324 Eon.exe!FEngineLoop::Init() []
[2026.03.24-20.37.49:711][ 0]LogWindows: Error: [Callstack] 0x00007ff72e751c2a Eon.exe!GuardedMain() []
[2026.03.24-20.37.49:711][ 0]LogWindows: Error: [Callstack] 0x00007ff72e751dda Eon.exe!GuardedMainWrapper() []
[2026.03.24-20.37.49:711][ 0]LogWindows: Error: [Callstack] 0x00007ff72e7549ea Eon.exe!LaunchWindowsStartup() []
[2026.03.24-20.37.49:711][ 0]LogWindows: Error: [Callstack] 0x00007ff72e760804 Eon.exe!WinMain() []
[2026.03.24-20.37.49:711][ 0]LogWindows: Error: [Callstack] 0x00007ff733ddc35a Eon.exe!__scrt_common_main_seh() [D:\a\_work\1\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl:288]
[2026.03.24-20.37.49:711][ 0]LogWindows: Error: [Callstack] 0x00007ff8e558e8d7 KERNEL32.DLL!UnknownFunction []
[2026.03.24-20.37.49:711][ 0]LogWindows: Error:
[2026.03.24-20.37.49:718][ 0]LogExit: Executing StaticShutdownAfterError
[2026.03.24-20.37.49:719][ 0]LogWindows: FPlatformMisc::RequestExit(1, LaunchWindowsStartup.ExceptionHandler)
[2026.03.24-20.37.49:719][ 0]LogWindows: FPlatformMisc::RequestExitWithStatus(1, 3, LaunchWindowsStartup.ExceptionHandler)
[2026.03.24-20.37.49:719][ 0]LogCore: Engine exit requested (reason: Win RequestExit)

What is “make transform from axes” ?

Its unlikely that function is crashing, it’s not doing anything in c++ that would crash like that. I would suspect this is called referencing an actor or component that isn’t available. Could it have been destroyed in the interim for instance?

As an aside, using that function with two identical axes doesn’t make sense. Why not use a basic MakeTransform node instead?

I would suspect this is called referencing an actor or component that isn’t available.

Unlikely, if I delete the connection and leave everything else the same, it does in fact run after building the standalone.

My bad for the axes, I call this project “ProjectNight” because I work on it during nights after a day of work in front of a computer, sometimes I’m either blind enough or tired enough to not even notice these things.

The issue remains, though, as I am pretty sure that connection is for whatever reason causing the crash.
Another detail, launching the game as Standalone in engine works, it’s only the built standalone that has the issue.

“I have currently resolved it by just splitting the transform pin and setting my translation from there, and the build works.

While troubleshooting, I have tried moving this to a later moment in the game, and still had crashes.”

Does that mean it works like that at a earlier moment in the game and not at a later or what?

For

I have currently resolved it by just splitting the transform pin and setting my translation from there, and the build works.

I mean that this works, and the standalone runs fine

This crashes:

For

While troubleshooting, I have tried moving this to a later moment in the game, and still had crashes.

I meant that I tried both setting a big delay (10s) or even polling GetOwner with a IsValid looped with a delay, to see if the issue was the owner reference being null, but after the delay the game crashed anyway. Again, removing the transform node fixed it even then.

For clarity, I ran all tests by deleting the connections after AddWidgetComponent you see in these screenshots, so the issue is surely not something that is after AddWidgetComponent

Try and make a single transform variable and connect it.

Yes I need to both try that and a normal maketransform instead, it takes some time to build the game :garold:

Yeah, both replacing the MakeTransform from Axes and making a transform variable work, so the crash is only caused by MakeTransorm from Axes

The maketransformfromaxes will require valid axes to work. 0,0,0 is not a valid axis… this will result in a NaN/invalids down the line. Editor will probably handle this, but may choke in packaged build. Try 0,0,1 for Z and 1,0,0 for Tangent X if you need to use that function. Otherwise stick with the standard MakeTransform node.

Also, make sure you’re including the GeometryScripting plugin in your packaged build as this function is part of that. Check your log for errors in packaging/available function issues.

2 Likes

Thanks! But I don’t really need anything from this variant, as I mentioned in a previous comment it was just an oversight from my side to use that node instead of splitting the struct or making a variable.

I further investigated to make sure I could give more info anyway, since a segfault on a standalone build is unlikely just user error, hopefully this might help anyone else in the future who may get the same crash

1 Like