Pure Virtual Function Crash Constantly

I’m having a helluva time getting this engine to not crash on me. Recently these crashes started happening and it’s completely killing my ability to make progress. This crash started happening more and more as I’ve been animating my weapons in engine. I built the skeleton and control rig in unreal and have been animating in unreal using an isolated map where my sequences can live. I then bake my animations from there and apply as needed.

For some reason though, this pure function crash happens more and more and it’s to the point where I can’t make any progress because in the middle of tweaking my animations it just crashes like this losing tons of progress and work in the process.

I’m dying for a solution to this and a google search doesn’t seem to be showing any results that are helpful for me.

Here is the actual crash log.

Pure virtual function being called while application was running (GIsRunning == 1).

Fatal error: [File:D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Windows\WindowsPlatformMisc.cpp] [Line: 747]
Pure virtual function being called

VCRUNTIME140
UnrealEditor_MovieSceneTracks
UnrealEditor_MovieScene
UnrealEditor_MovieScene
UnrealEditor_MovieScene
UnrealEditor_MovieScene
UnrealEditor_MovieScene
UnrealEditor_MovieScene
UnrealEditor_Sequencer
UnrealEditor_Sequencer
UnrealEditor_UnrealEd
UnrealEditor_Engine
UnrealEditor_UnrealEd
UnrealEditor_UnrealEd
UnrealEditor
UnrealEditor
UnrealEditor
UnrealEditor
UnrealEditor
UnrealEditor
kernel32
ntdll

What version are you using? It might be this issue which was only recently fixed and released for 5.6

I’m using 5.5. Not too keen on moving to a new engine version as I was hoping 5.5 would be stable enough to build on, but the more I make for my game the more issues I run into.

I found a work around for this issue though. It’s not a fix by any means, but I’m able to at least make progress. Basically I just need to close down the sequencer when I hit the Play In Editor button. This prevents the crash from happening but it’s a bit tedious to have to continuously close and re-open the sequencer when testing and tweaking animations. Otherwise it seems to work fine now.