Wanted to bump this, seeing as well intermittently and frequently on 5.4.3.
- A full workspace clean seems to get around this but this is unfeasible, and the issue reoccurs after some time.
- Unsure of the initial cause since it didn’t seem to occur determinately.
- Output shown below, seems to mention a successful cook and this occurs immediately after.
LogInit: Display: Success - 0 error(s), 314 warning(s)
LogInit: Display:
Execution of commandlet took: 2m 11s (131.95 seconds)
LogWindows: Error: begin: stack for UAT
LogWindows: Error: === Critical error: ===
LogWindows: Error:
LogWindows: Error: Fatal error!
LogWindows: Error:
LogWindows: Error: Unhandled Exception: EXCEPTION_ACCESS_VIOLATION writing address 0x0000000b00000007
LogWindows: Error:
LogWindows: Error: [Callstack] 0x00007ffcca7bfaad ntdll.dll!UnknownFunction []
LogWindows: Error: [Callstack] 0x00007ffc91516118 UnrealEditor-Engine.dll!FScopedSceneLock_Chaos::LockScene() [C:\Horde\ABC\Sync\Unreal\Engine\Source\Runtime\Engine\Private\PhysicsEngine\Experimental\ChaosScopedSceneLock.cpp:156]
LogWindows: Error: [Callstack] 0x00007ffc914ac986 UnrealEditor-Engine.dll!FScopedSceneLock_Chaos::FScopedSceneLock_Chaos() [C:\Horde\ABC\Sync\Unreal\Engine\Source\Runtime\Engine\Private\PhysicsEngine\Experimental\ChaosScopedSceneLock.cpp:112]
LogWindows: Error: [Callstack] 0x00007ffc915cb63c UnrealEditor-Engine.dll!FPhysicsObjectExternalInterface::LockWrite() [C:\Horde\ABC\Sync\Unreal\Engine\Source\Runtime\Engine\Private\PhysicsEngine\PhysicsObjectExternalInterface.cpp:29]
LogWindows: Error: [Callstack] 0x00007ffc904f0774 UnrealEditor-Engine.dll!UPrimitiveComponent::OnDestroyPhysicsState() [C:\Horde\ABC\Sync\Unreal\Engine\Source\Runtime\Engine\Private\Components\PrimitiveComponent.cpp:968]
LogWindows: Error: [Callstack] 0x00007ffc9065115e UnrealEditor-Engine.dll!UStaticMeshComponent::OnDestroyPhysicsState() [C:\Horde\ABC\Sync\Unreal\Engine\Source\Runtime\Engine\Private\Components\StaticMeshComponent.cpp:827]
LogWindows: Error: [Callstack] 0x00007ffc9035fd08 UnrealEditor-Engine.dll!UActorComponent::DestroyPhysicsState() [C:\Horde\ABC\Sync\Unreal\Engine\Source\Runtime\Engine\Private\Components\ActorComponent.cpp:1737]
LogWindows: Error: [Callstack] 0x00007ffc9036e764 UnrealEditor-Engine.dll!UActorComponent::ExecuteUnregisterEvents() [C:\Horde\ABC\Sync\Unreal\Engine\Source\Runtime\Engine\Private\Components\ActorComponent.cpp:1778]
LogWindows: Error: [Callstack] 0x00007ffc903f3a40 UnrealEditor-Engine.dll!UActorComponent::UnregisterComponent() [C:\Horde\ABC\Sync\Unreal\Engine\Source\Runtime\Engine\Private\Components\ActorComponent.cpp:1502]
LogWindows: Error: [Callstack] 0x00007ffc8fbed552 UnrealEditor-Engine.dll!AActor::UnregisterAllComponents() [C:\Horde\ABC\Sync\Unreal\Engine\Source\Runtime\Engine\Private\Actor.cpp:5338]
LogWindows: Error: [Callstack] 0x00007ffc8fb68487 UnrealEditor-Engine.dll!AActor::BeginDestroy() [C:\Horde\ABC\Sync\Unreal\Engine\Source\Runtime\Engine\Private\Actor.cpp:745]
LogWindows: Error: [Callstack] 0x00007ffc945aae16 UnrealEditor-CoreUObject.dll!UObject::ConditionalBeginDestroy() [C:\Horde\ABC\Sync\Unreal\Engine\Source\Runtime\CoreUObject\Private\UObject\Obj.cpp:1214]
LogWindows: Error: [Callstack] 0x00007ffc944dcce0 UnrealEditor-CoreUObject.dll!UnhashUnreachableObjects() [C:\Horde\ABC\Sync\Unreal\Engine\Source\Runtime\CoreUObject\Private\UObject\GarbageCollection.cpp:5949]
LogWindows: Error: [Callstack] 0x00007ffc944663f7 UnrealEditor-CoreUObject.dll!IncrementalPurgeGarbage() [C:\Horde\ABC\Sync\Unreal\Engine\Source\Runtime\CoreUObject\Private\UObject\GarbageCollection.cpp:4572]
LogWindows: Error: [Callstack] 0x00007ffc945ecd82 UnrealEditor-CoreUObject.dll!StaticExit() [C:\Horde\ABC\Sync\Unreal\Engine\Source\Runtime\CoreUObject\Private\UObject\Obj.cpp:5439]
LogWindows: Error: [Callstack] 0x00007ffc94436c37 UnrealEditor-CoreUObject.dll!TBaseStaticDelegateInstance<void __cdecl(void),FDefaultDelegateUserPolicy>::ExecuteIfSafe() [C:\Horde\ABC\Sync\Unreal\Engine\Source\Runtime\Core\Public\Delegates\DelegateInstancesImpl.h:777]
LogWindows: Error: [Callstack] 0x00007ff733af20c1 UnrealEditor-Cmd.exe!TMulticastDelegate<void __cdecl(void),FDefaultDelegateUserPolicy>::Broadcast() [C:\Horde\ABC\Sync\Unreal\Engine\Source\Runtime\Core\Public\Delegates\DelegateSignatureImpl.inl:956]
LogWindows: Error: [Callstack] 0x00007ff733af1792 UnrealEditor-Cmd.exe!FEngineLoop::AppPreExit() [C:\Horde\ABC\Sync\Unreal\Engine\Source\Runtime\Launch\Private\LaunchEngineLoop.cpp:6893]
LogWindows: Error: [Callstack] 0x00007ff733afccc1 UnrealEditor-Cmd.exe!FEngineLoop::Exit() [C:\Horde\ABC\Sync\Unreal\Engine\Source\Runtime\Launch\Private\LaunchEngineLoop.cpp:5159]
LogWindows: Error: [Callstack] 0x00007ff733afee5b UnrealEditor-Cmd.exe!GuardedMain() [C:\Horde\ABC\Sync\Unreal\Engine\Source\Runtime\Launch\Private\Launch.cpp:194]
LogWindows: Error: [Callstack] 0x00007ff733afeeba UnrealEditor-Cmd.exe!GuardedMainWrapper() [C:\Horde\ABC\Sync\Unreal\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:118]
LogWindows: Error: [Callstack] 0x00007ff733b02384 UnrealEditor-Cmd.exe!LaunchWindowsStartup() [C:\Horde\ABC\Sync\Unreal\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:258]
LogWindows: Error: [Callstack] 0x00007ff733b17e04 UnrealEditor-Cmd.exe!WinMain() [C:\Horde\ABC\Sync\Unreal\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:298]
LogWindows: Error: [Callstack] 0x00007ff733b1a426 UnrealEditor-Cmd.exe!__scrt_common_main_seh() [D:\a\_work\1\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl:288]
LogWindows: Error: [Callstack] 0x00007ffcc9eb7374 KERNEL32.DLL!UnknownFunction []
LogWindows: Error:
LogWindows: Error: end: stack for UAT
Took 146.27s to run UnrealEditor-Cmd.exe, ExitCode=3
Copying crash data to C:\Horde\ABC\Sync\Unreal\Engine\Programs\AutomationTool\Saved\Logs\BuildCookRun\Crashes\UECC-Windows-...
Cook failed.
(see C:\Horde\ABC\Sync\Unreal\Engine\Programs\AutomationTool\Saved\Logs\BuildCookRun\Log.txt for full exception trace)
AutomationTool executed for 0h 2m 28s
AutomationTool exiting with ExitCode=25 (Error_UnknownCookFailure)
CrashContext:
<SourceContext> 141
142 void FScopedSceneLock_Chaos::LockScene()
143 {
144 if (!Solver)
145 {
146 return;
147 }
148
149 switch (LockType)
150 {
151 case EPhysicsInterfaceScopedLockType::Read:
152 Solver->GetExternalDataLock_External().ReadLock();
153 break;
154 case EPhysicsInterfaceScopedLockType::Write:
155 ***** Solver->GetExternalDataLock_External().WriteLock();
156 break;
157 }
158
159 bHasLock = true;
160 }
161
162 void FScopedSceneLock_Chaos::UnlockScene()
163 {
164 if (!Solver)
165 {
166 return;
167 }
168
169 switch (LockType)
170 {</SourceContext>