We use Unreal Engine (4.5.1, source build) and get error on “Debug” build:
Run-Time Check Failure #2 - Stack around the variable 'Object' was corrupted.
> UE4Editor-Engine-Win64-Debug.dll!UKismetSystemLibrary::execIsValid(FFrame & Stack, void * const Result) Line 62 C++
UE4Editor-CoreUObject-Win64-Debug.dll!UFunction::Invoke(UObject * Obj, FFrame & Stack, void * const Result) Line 3676 C++
UE4Editor-CoreUObject-Win64-Debug.dll!UObject::CallFunction(FFrame & Stack, void * const Result, UFunction * Function) Line 395 C++
UE4Editor-CoreUObject-Win64-Debug.dll!UObject::execFinalFunction(FFrame & Stack, void * const Result) Line 1479 C++
UE4Editor-CoreUObject-Win64-Debug.dll!FFrame::Step(UObject * Context, void * const Result) Line 126 C++
UE4Editor-CoreUObject-Win64-Debug.dll!UObject::ProcessContextOpcode(FFrame & Stack, void * const Result, bool bCanFailSilently) Line 1400 C++
UE4Editor-CoreUObject-Win64-Debug.dll!UObject::execContext(FFrame & Stack, void * const Result) Line 1377 C++
UE4Editor-CoreUObject-Win64-Debug.dll!FFrame::Step(UObject * Context, void * const Result) Line 126 C++
UE4Editor-CoreUObject-Win64-Debug.dll!UObject::execLetBool(FFrame & Stack, void * const Result) Line 1320 C++
UE4Editor-CoreUObject-Win64-Debug.dll!FFrame::Step(UObject * Context, void * const Result) Line 126 C++
UE4Editor-CoreUObject-Win64-Debug.dll!UObject::ProcessInternal(FFrame & Stack, void * const Result) Line 612 C++
UE4Editor-CoreUObject-Win64-Debug.dll!UObject::CallFunction(FFrame & Stack, void * const Result, UFunction * Function) Line 507 C++
UE4Editor-CoreUObject-Win64-Debug.dll!UObject::execVirtualFunction(FFrame & Stack, void * const Result) Line 1472 C++
UE4Editor-CoreUObject-Win64-Debug.dll!FFrame::Step(UObject * Context, void * const Result) Line 126 C++
UE4Editor-CoreUObject-Win64-Debug.dll!UObject::ProcessInternal(FFrame & Stack, void * const Result) Line 612 C++
UE4Editor-CoreUObject-Win64-Debug.dll!UFunction::Invoke(UObject * Obj, FFrame & Stack, void * const Result) Line 3676 C++
UE4Editor-CoreUObject-Win64-Debug.dll!UObject::ProcessEvent(UFunction * Function, void * Parms) Line 900 C++
UE4Editor-Engine-Win64-Debug.dll!AActor::ProcessEvent(UFunction * Function, void * Parameters) Line 540 C++
UE4Editor-Engine-Win64-Debug.dll!AActor::ReceiveBeginPlay() Line 1035 C++
UE4Editor-Engine-Win64-Debug.dll!AActor::BeginPlay() Line 2270 C++
UE4Editor-Engine-Win64-Debug.dll!AWorldSettings::NotifyBeginPlay() Line 127 C++
UE4Editor-Engine-Win64-Debug.dll!AGameMode::HandleMatchHasStarted() Line 592 C++
UE4Editor-Engine-Win64-Debug.dll!AGameMode::SetMatchState(FName NewState) Line 701 C++
UE4Editor-Engine-Win64-Debug.dll!AGameMode::StartMatch() Line 569 C++
UE4Editor-Engine-Win64-Debug.dll!AGameMode::StartPlay() Line 518 C++
UE4Editor-Engine-Win64-Debug.dll!UWorld::BeginPlay() Line 2896 C++
UE4Editor-Engine-Win64-Debug.dll!UGameInstance::StartPIEGameInstance(ULocalPlayer * LocalPlayer, bool bInSimulateInEditor, bool bAnyBlueprintErrors, bool bStartInSpectatorMode) Line 226 C++
UE4Editor-UnrealEd-Win64-Debug.dll!UEditorEngine::CreatePIEGameInstance() Line 2524 C++
UE4Editor-UnrealEd-Win64-Debug.dll!UEditorEngine::PlayInEditor() Line 1937 C++
UE4Editor-UnrealEd-Win64-Debug.dll!UEditorEngine::StartQueuedPlayMapRequest() Line 837 C++
UE4Editor-UnrealEd-Win64-Debug.dll!UEditorEngine::Tick() Line 1121 C++
UE4Editor-UnrealEd-Win64-Debug.dll!UUnrealEdEngine::Tick() Line 278 C++
UE4Editor-Win64-Debug.exe!FEngineLoop::Tick() Line 2129 C++
UE4Editor-Win64-Debug.exe!EngineTick() Line 54 C++
UE4Editor-Win64-Debug.exe!GuardedMain(const wchar_t * CmdLine, HINSTANCE__ * hInInstance, HINSTANCE__ * hPrevInstance, int nCmdShow) Line 136 C++
UE4Editor-Win64-Debug.exe!WinMain(HINSTANCE__ * hInInstance, HINSTANCE__ * hPrevInstance, char * __formal, int nCmdShow) Line 190 C++
[External Code]
We can reproduce this error with steps:
- open project: IfaceBug.uproject (this is a minimal project for reproduce this bug);
- press “Play” button.