(double post, forum screwed up).
I have some common nullptr bug in my game code and it crashes the entire editor.
Is this normal? Ideally only the “game” would crash inside the editor and the editor would keep running.
Any way around this?
(I’m new to UE4, using the 4.9 preview version, 4.8 had strange slow compile time)
I run the editor from the launcher, not from Visual Studio.
Crash report:
MachineId:0D8EFF414420A0BDFF456C97D24A51A3
EpicAccountId:b3e2f84b0ca3432d945a5bb73a741161
Access violation - code c0000005 (first/second chance not available)
""
UE4Editor_Procedural_8943!NXRandomGeneratorRoads::RoadGenerator::canSegmentBeAdded2() [c:\users\ropo\documents\unreal projects\procedural\source\procedural\randomgeneration\implementation\roadgenerator.cpp:245]
UE4Editor_Procedural_8943!NXRandomGeneratorRoads::RoadGenerator::GenerateRoadSegmentsFromPoints() [c:\users\ropo\documents\unreal projects\procedural\source\procedural\randomgeneration\implementation\roadgenerator.cpp:74]
UE4Editor_Procedural_8943!ACityGenerator::RebuildCity() [c:\users\ropo\documents\unreal projects\procedural\source\procedural\citygenerator.cpp:51]
UE4Editor_Procedural_8943!ACityGenerator::ACityGenerator() [c:\users\ropo\documents\unreal projects\procedural\source\procedural\citygenerator.cpp:17]
UE4Editor_HotReload!FHotReloadClassReinstancer::ReconstructClassDefaultObject() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\developer\hotreload\private\hotreloadclassreinstancer.cpp:195]
UE4Editor_HotReload!FHotReloadClassReinstancer::RecreateCDOAndSetupOldClassReinstancing() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\developer\hotreload\private\hotreloadclassreinstancer.cpp:231]
UE4Editor_HotReload!FHotReloadClassReinstancer::FHotReloadClassReinstancer() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\developer\hotreload\private\hotreloadclassreinstancer.cpp:298]
UE4Editor_HotReload!FHotReloadClassReinstancer::Create() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\developer\hotreload\private\hotreloadclassreinstancer.h:114]
UE4Editor_HotReload!FHotReloadModule::ReinstanceClass() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\developer\hotreload\private\hotreload.cpp:987]
UE4Editor_CoreUObject!UClassReplaceHotReloadClasses() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\coreuobject\private\uobject\uobjectbase.cpp:662]
UE4Editor_CoreUObject!ProcessNewlyLoadedUObjects() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\coreuobject\private\uobject\uobjectbase.cpp:822]
UE4Editor_CoreUObject!TBaseStaticDelegateInstance<void __cdecl(void)>::ExecuteIfSafe() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\core\public\delegates\delegateinstancesimpl_variadics.inl:921]
UE4Editor_Core!TBaseMulticastDelegate<void>::Broadcast() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\core\public\delegates\delegatesignatureimpl_variadics.inl:809]
UE4Editor_Core!FModuleManager::LoadModuleWithFailureReason() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\core\private\modules\modulemanager.cpp:426]
UE4Editor_Core!FModuleManager::LoadModule() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\core\private\modules\modulemanager.cpp:298]
UE4Editor_HotReload!FHotReloadModule::DoHotReloadInternal() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\developer\hotreload\private\hotreload.cpp:702]
UE4Editor_HotReload!FHotReloadModule::DoHotReloadCallback() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\developer\hotreload\private\hotreload.cpp:640]
UE4Editor_HotReload!TBaseRawMethodDelegateInstance<0,FHotReloadModule,TTypeWrapper<void> __cdecl(bool,enum ECompilationResult::Type),TArray<UPackage * __ptr64,FDefaultAllocator>,TArray<FName,FDefaultAllocator>,FOutputDevice & __ptr64>::Execute() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\core\public\delegates\delegateinstancesimpl_variadics.inl:492]
UE4Editor_HotReload!TBaseRawMethodDelegateInstance<0,FHotReloadModule,void __cdecl(bool,enum ECompilationResult::Type),TArray<UPackage * __ptr64,FDefaultAllocator>,TArray<FName,FDefaultAllocator>,FOutputDevice & __ptr64>::ExecuteIfSafe() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\core\public\delegates\delegateinstancesimpl_variadics.inl:582]
UE4Editor_HotReload!FHotReloadModule::CheckForFinishedModuleDLLCompile() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\developer\hotreload\private\hotreload.cpp:1588]
UE4Editor_HotReload!FHotReloadModule::Tick() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\developer\hotreload\private\hotreload.cpp:450]
UE4Editor_UnrealEd!UEditorEngine::Tick() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\editor\unrealed\private\editorengine.cpp:957]
UE4Editor_UnrealEd!UUnrealEdEngine::Tick() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\editor\unrealed\private\unrealedengine.cpp:366]
UE4Editor!FEngineLoop::Tick() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\launch\private\launchengineloop.cpp:2428]
UE4Editor!GuardedMain() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\launch\private\launch.cpp:142]
UE4Editor!GuardedMainWrapper() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\launch\private\windows\launchwindows.cpp:126]
UE4Editor!WinMain() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\launch\private\windows\launchwindows.cpp:200]