Been working on this project for months. All of a sudden Standalone Game (launched from editor) has started to crash with this log from the Crash Reporter.
Mind the third line (Access violation)
The dmp file (when opened in VIsual Studio) reads : The thread tried to read from or write to a virtual address for which it does not have the appropriate access.
Log from Crash Reporter :
> MachineId:EA85965B4FF40F18E088D296AEE6CE02
> EpicAccountId:25ebd8f1454040e396a3b75730c35153
>
> Access violation - code c0000005
> (first/second chance not available)
>
> UE4Editor_Engine!UWorld::GetDefaultPhysicsVolume()
> [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\engine\private\world.cpp:3576]
> UE4Editor_Engine!USceneComponent::UpdatePhysicsVolume()
> [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\engine\private\components\scenecomponent.cpp:2233]
> UE4Editor_Engine!USceneComponent::UpdateOverlaps()
> [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\engine\private\components\scenecomponent.cpp:2425]
> UE4Editor_Engine!USceneComponent::MoveComponentImpl()
> [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\engine\private\components\scenecomponent.cpp:2518]
> UE4Editor_Engine!USceneComponent::SetRelativeLocationAndRotation()
> [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\engine\private\components\scenecomponent.cpp:1006]
> UE4Editor_Engine!USceneComponent::SetRelativeTransform()
> [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\engine\private\components\scenecomponent.cpp:1132]
> UE4Editor_Engine!USceneComponent::SetWorldTransform()
> [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\engine\private\components\scenecomponent.cpp:1229]
> UE4Editor_Engine!USCS_Node::ExecuteNodeOnActor()
> [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\engine\private\scs_node.cpp:125]
> UE4Editor_Engine!USimpleConstructionScript::ExecuteScriptOnActor()
> [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\engine\private\simpleconstructionscript.cpp:531]
> UE4Editor_Engine!AActor::ExecuteConstruction()
> [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\engine\private\actorconstruction.cpp:669]
> UE4Editor_Engine!AActor::RerunConstructionScripts()
> [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\engine\private\actorconstruction.cpp:469]
> UE4Editor_Engine!ULevel::IncrementalUpdateComponents()
> [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\engine\private\level.cpp:904]
> UE4Editor_Engine!UWorld::PreSaveRoot()
> [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\engine\private\world.cpp:733]
> UE4Editor_CoreUObject!UPackage::Save()
> [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\coreuobject\private\uobject\savepackage.cpp:3504]
> UE4Editor_UnrealEd!UEditorEngine::Save()
> [d:\build\++ue4+release-4.13+compile\sync\engine\source\editor\unrealed\private\editorengine.cpp:3953]
> UE4Editor_UnrealEd!UEditorEngine::SavePackage() [d:\build\++ue4+release-4.13+compile\sync\engine\source\editor\unrealed\private\editorengine.cpp:4013]
> UE4Editor_UnrealEd!UEditorEngine::Exec_Obj()
> [d:\build\++ue4+release-4.13+compile\sync\engine\source\editor\unrealed\private\editorserver.cpp:4443]
> UE4Editor_UnrealEd!UEditorEngine::Exec()
> [d:\build\++ue4+release-4.13+compile\sync\engine\source\editor\unrealed\private\editorserver.cpp:5537]
> UE4Editor_UnrealEd!UUnrealEdEngine::Exec()
> [d:\build\++ue4+release-4.13+compile\sync\engine\source\editor\unrealed\private\unrealedsrv.cpp:624]
> UE4Editor_UnrealEd!SaveWorld()
> [d:\build\++ue4+release-4.13+compile\sync\engine\source\editor\unrealed\private\filehelpers.cpp:553]
> UE4Editor_UnrealEd!FEditorFileUtils::SaveWorlds()
> [d:\build\++ue4+release-4.13+compile\sync\engine\source\editor\unrealed\private\filehelpers.cpp:3376]
> UE4Editor_UnrealEd!UEditorEngine::SavePlayWorldPackages()
> [d:\build\++ue4+release-4.13+compile\sync\engine\source\editor\unrealed\private\playlevel.cpp:2133]
> UE4Editor_UnrealEd!UEditorEngine::SaveWorldForPlay()
> [d:\build\++ue4+release-4.13+compile\sync\engine\source\editor\unrealed\private\playlevel.cpp:1249]
> UE4Editor_UnrealEd!UEditorEngine::PlayStandaloneLocalPc()
> [d:\build\++ue4+release-4.13+compile\sync\engine\source\editor\unrealed\private\playlevel.cpp:1321]
> UE4Editor_UnrealEd!UEditorEngine::StartQueuedPlayMapRequest()
> [d:\build\++ue4+release-4.13+compile\sync\engine\source\editor\unrealed\private\playlevel.cpp:1098]
> UE4Editor_UnrealEd!UEditorEngine::Tick()
> [d:\build\++ue4+release-4.13+compile\sync\engine\source\editor\unrealed\private\editorengine.cpp:1306]
> UE4Editor_UnrealEd!UUnrealEdEngine::Tick()
> [d:\build\++ue4+release-4.13+compile\sync\engine\source\editor\unrealed\private\unrealedengine.cpp:371]
> UE4Editor!FEngineLoop::Tick()
> [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\launch\private\launchengineloop.cpp:2834]
> UE4Editor!GuardedMain()
> [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\launch\private\launch.cpp:156]
> UE4Editor!GuardedMainWrapper()
> [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:126]
> UE4Editor!WinMain()
> [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:202]
> UE4Editor!__scrt_common_main_seh()
> [f:\dd\vctools\crt\vcstartup\src\startup\exe_common.inl:264]
> kernel32 ntdll