Memory access violation in standalone player if blueprint in level

When I try to test a level in the Standalone player, if there are any Blueprints in the level it will crash on startup with an Access Violation. It does not seem to matter what Blueprint I use.

In the example video below, I’ve got an empty level. I can play it in Standalone with no problems, but if I then add a simple Blueprint to the level, it will crash on startup.

This happens on several different projects, but does not happen on the Content Examples or ShooterGame projects.

I cannot for the life of me figure out what’s different between the projects that could account for the difference, and could really use some help figuring it out.

Hey TakuanDaikon,

I’m trying to reproduce your crash internally, but I haven’t managed to do so yet. What version of the editor are you using? I’m using a new Blank Project in 4.6.1 and 4.7, and I’m creating a blueprint with the same Log Text as yours in the Construction Script.

I was using 4.6.1 for that project. I cannot reproduce it in an empty project either, but have been unsuccessful in discovering what the relevant difference is in the projects that exhibit this problem and those that don’t.

Actually, now that I think on it, I get odd errors any time I try to use something like the following in a pawn’s constructor:

static ConstructorHelpers::FObjectFinder<UBlueprint> defaultWeaponBlueprint( TEXT( "/Game/Blueprints/Weapons/WeaponBase_BP.WeaponBase_BP" ) );
if( defaultWeaponBlueprint.Succeeded() )
{
	WeaponSpawn = (UClass*)defaultWeaponBlueprint.Object->GeneratedClass;
}

I don’t recall the exact error message (I’ve since abandoned that project), but I remember that it seems to indicate that it cannot find the blueprint. The code above is in the constructor for the class I’m using for the DefaultPawnClass, so I wonder if that error could be causing the other?

None of these problems are exhibited when running inside the editor.

28402-editor+version.png

It would help if you would send me your crash log and dmp file for the crash.

Is there any code or blueprint that your crashing projects share? Perhaps an edited PlayerController, for example?

I cannot seem to attach the files here, but they can be downloaded from this link.

There is no code that they all share, but the majority of them do share the same kind of pattern I showed in my previous reply. None of the non-crashing ones do that, as far as I’m aware. I’ll have to check again.

Without repro steps or a better idea of the crash’s cause, it’ll be much more difficult to fix it. Could you upload a stripped-down version of a project that exhibits this crash?

Are you still having this problem?

Hi TakuanDaikon,

We haven’t heard back from you in a few days, so we are marking this post as resolved for tracking purposes. If you’re still experiencing this issue, please feel free to post back here with the additional information Jonathan requested above.

Cheers,

TJ