If I immediately after restarting computer run project, everything works fine, sometimes crashes, but you can work.
The most interesting thing starts if i close the project, or it crashes, after restarting project the following happens.
when trying to pull noodles, from any source, variable int, or try to bind event dispatcher, or just press “compile” in blueprint interface - immediately crashed.
with error EXCEPTION_ACCESS_VIOLATION reading address 0xffffffffffffffffff.
and so will happen until I restart the computer.
There is no error in the project, because at the first start everything works without problems.
wid.
reinstalled the engine.
reinstalled the drivers.
Completely killed UAC/DEP/W-Defender.
What could be the problem?
In 5.0.1 also crashed often, but this problem was not observed
Based on the information you provided, it seems like the issue could be related to memory allocation or resource management. It’s possible that when you run the project, it is able to allocate and manage the necessary resources, but as you continue to use it, the system becomes overloaded and crashes.
Here are a few things you can try:
Check your system’s resource usage (CPU, RAM, GPU) when running the project. You can use the Task Manager (Windows) or Activity Monitor (Mac) to monitor usage.
Try optimizing the project by reducing the number of assets, lowering the quality of graphics, and disabling unnecessary features.
Check if there are any memory leaks in your code by using debugging tools such as Visual Studio or Xcode.
Update your graphics drivers to the latest version.
Try running the project on a different machine to see if the problem persists.
I poked around and this is what I got.
If I specify in the settings my level as a starting level - I get what I described.
If I do not specify the starting level, i.e. the standard starting level is loaded, or any other, and then I open mine - no problems, no crashes.
Hey there @job-a55hol! Welcome to the community! May we see the full crash? Seeing which components are calling the access error would help us verify where it’s coming from. When the crash window appears you can get the stack trace from there.
Oof, alright so bad news. There’s an issue with a specific object, whenever it’s returning an access violation like that it tends to be a specific object that’s failing. Without the symbols, we’ll have to see what we can glean.
Does this occur with all projects or just this one?
Since it sounds like it’s influenced by something environmental, do you use anything like MSI afterburner, iCue, Shadowplay, or any other overlay?
This isn’t (specifically) graphical, so I doubt that’s the root, but access exceptions occur from all sorts of things.
Alternatively, could you back your project up and delete the intermediate folder from your project and let it regenerate?
only one project.
No other programs are running.
After removing “intermediate” I got this in the log.
Summary
LogPackageName: Warning: FPackagePath::TryFromMountedName was passed an ObjectPath (/Game/BPI_Interfaces/BPI_CharacterInfo.BPI_CharacterInfo) rather than a PackageName or FilePath; it will be converted to the PackageName. Accepting ObjectPaths is deprecated behavior and will be removed in a future release; TryFromMountedName will fail on ObjectPaths.
…
When trying to compile this interface the editor crashes, or renaming it, or doing anything with it, crashes.
The only way the editor doesn’t crash is if I don’t specify “editor startup map” and load my map manually.
In that case, this interface does not cause any problems.
This is an important bit of symptom information here for sure, it does let us know that it’s not explicitly an object causing it, but only causing it if the level is loaded upon first launch. This could help you weed out which object is causing it through a really painful trial and error process, but that’s not the most fun.
Do you have source control and can check different rollbacks to when it occurred? Might give us an easier time figuring out which object is at fault.
I’ve gone through everything in the project, and nothing…
everything works as it should, the project is packed without errors, and runs…
The problem is only in the Editor.
From what I found:
Summary
editor crashes on any actions, renaming files, deleting, changing file settings, compiling prints (in my case only one interface). pulling pins from variables.
The crash is most likely not related to the interface itself, the blueprints associated with it, or the map.
Crash happens on any map if it has any GameMode set.
Crash does not happen if the map does not have GameMode set (empty), if after loading this map, load another one, with GameMode set - the crashes will not happen again, until you restart the project.
Apologies! This is definitely one of the oddest crashes I’ve seen. The crashing whenever any GM is on it even defaults is entirely absurd, but only crashing on this project and only not crashing when loading a no GM level before one with a GM? That is absolutely wild. Without the editor symbols it’s hard to pin down what portion of CoreUobject is at fault. Is there a team member/friend who has some space for editor symbols that could run the project and get the true callstack?
I don’t have a good idea of how to proceed with this one. Likely best to use a non-GM map as a workaround in the meantime, report it as a bug, and hope it’s just a side-effect of 5.1.1 migration that gets sorted in the next cycle.