Hello, this one is a bit strange. And I really don’t know how to resolve it. Randomly, on game restart I get this crash. And I can’t possibly know what is causing it. I am not calling any pure virtual functions at all, as I haven’t created any.
This is only happening when I run game as standalone (or Right click on UE file → Launch Game) and when I click to restart the game, because the characted died. This never happened in editor, and it always happen on level restart.
Here is how I restart the game.
Crash popup:
These are the logs.
Fatal error: [File:D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Private\Windows\WindowsPlatformMisc.cpp] [Line: 439] Pure virtual function being called
UnrealEditor_Core!PureCallHandler() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Private\Windows\WindowsPlatformMisc.cpp:441]
VCRUNTIME140
UnrealEditor_Engine!UE::Shader::EvaluateParameter() [D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\Shader\Preshader.cpp:440]
UnrealEditor_Engine!UE::Shader::EvaluatePreshader() [D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\Shader\Preshader.cpp:892]
UnrealEditor_Engine!FUniformExpressionSet::FillUniformBuffer() [D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\Materials\MaterialUniformExpressions.cpp:857]
UnrealEditor_Engine!`FUniformExpressionCacheAsyncUpdater::Update'::`2'::<lambda_1>::operator()() [D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\Materials\MaterialRenderProxy.cpp:144]
UnrealEditor_Engine!TGraphTask<TFunctionGraphTaskImpl<void __cdecl(void),0> >::ExecuteTask() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Public\Async\TaskGraphInterfaces.h:1265]
UnrealEditor_Core!`LowLevelTasks::FTask::Init<`FTaskGraphCompatibilityImplementation::QueueTask'::`5'::<lambda_1> >'::`11'::<lambda_1>::operator()() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Public\Async\Fundamental\Task.h:499]
UnrealEditor_Core!LowLevelTasks::TTaskDelegate<LowLevelTasks::FTask * __cdecl(bool),48>::TTaskDelegateImpl<`LowLevelTasks::FTask::Init<`FTaskGraphCompatibilityImplementation::QueueTask'::`5'::<lambda_1> >'::`11'::<lambda_1>,0>::CallAndMove() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Public\Async\Fundamental\TaskDelegate.h:171]
UnrealEditor_Core!LowLevelTasks::FTask::ExecuteTask() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Public\Async\Fundamental\Task.h:627]
UnrealEditor_Core!LowLevelTasks::FScheduler::ExecuteTask() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\Fundamental\Scheduler.cpp:150]
UnrealEditor_Core!LowLevelTasks::FScheduler::TryExecuteTaskFrom<LowLevelTasks::TLocalQueueRegistry<1024>::TLocalQueue,&LowLevelTasks::TLocalQueueRegistry<1024>::TLocalQueue::DequeueGlobal,0>() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\Fundamental\Scheduler.cpp:350]
UnrealEditor_Core!LowLevelTasks::FScheduler::WorkerMain() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\Fundamental\Scheduler.cpp:378]
UnrealEditor_Core!UE::Core::Private::Function::TFunctionRefCaller<`LowLevelTasks::FScheduler::CreateWorker'::`2'::<lambda_1>,void __cdecl(void)>::Call() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Public\Templates\Function.h:480]
UnrealEditor_Core!FThreadImpl::Run() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Private\HAL\Thread.cpp:69]
UnrealEditor_Core!FRunnableThreadWin::Run() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Private\Windows\WindowsRunnableThread.cpp:149]
Any help is appreciated