Take recorder crash in UE 5.7

Hi,
I’m getting constant crashes when recording a gameplay sequence using Nearby spawned actor profile in the Take recorder also on vanilla UE5.7 Lyra sample.
The call stack point to this row if (Target->GetWorld()->WorldType == EWorldType::Editor && !AllowsSpawnableObjects())where it seems that GetWorld is returning null due to take record that is tearing down or something the world when stops the recording, while Target is the weapon actor spawned by the equipment manager and recorded as new track by the take recorder. The actor reference is not null yet but it has the beingdestroyed bool set to true by the take recorder, I guess, that is trying to stop and save the recorded sequence.

bool UTakeRecorderActorSource::GetRecordToPossessable() const
{
if (TargetLevelSequence && !TargetLevelSequence->AllowsSpawnableObjects())
{
return true;
}

// In non-editor worlds, we should defer to the record type versus what the global spawnable specifices. This is to address cases where we change
// the recording type on pre-recording. See UE-306474.
if (Target->GetWorld()->WorldType == EWorldType::Editor && !AllowsSpawnableObjects())
{
return true;
}

Steps to reproduce:

  • Launch LyraGameSample 5.7 from the IDE
  • Open ShooterGym and set Elimination experience in the World setting
  • Open Take recorder and add Nearby Spawned Actor profile from the source
  • Play and start recording
  • Pickup a different gun (so it spawn the new weapon and record a new track)
  • Stop the recording or the play in editor session
  • Crash

Am I missing something or is it a bug?

Hello, we addressed this in 5.7.2 with change list 48912047.

1 Like

It’s still crashing for me - even in 5.7.2 with both First and Third Person Manny’s as test characters when entering play mode.

Any updates on this?

This was my crash log:

LoginId:d22b127540c1a92c0dd97d9790a49b0c
EpicAccountId:29955a31f2af4b3099c1b06b1fb2b26f

Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x0000000000000a00

UnrealEditor_Engine
UnrealEditor_Engine
UnrealEditor_Engine
UnrealEditor_Engine
UnrealEditor_AnimGraphRuntime
UnrealEditor_Engine
UnrealEditor_ControlRig
UnrealEditor_ControlRig
UnrealEditor_Engine
UnrealEditor_Engine
UnrealEditor_Engine
UnrealEditor_Engine
UnrealEditor_Engine
UnrealEditor_Engine
UnrealEditor_ControlRig
UnrealEditor_ControlRig
UnrealEditor_MovieScene
UnrealEditor_MovieScene
UnrealEditor_MovieScene
UnrealEditor_MovieScene
UnrealEditor_MovieScene
UnrealEditor_MovieScene
UnrealEditor_MovieScene
UnrealEditor_MovieScene
UnrealEditor_MovieScene
UnrealEditor_Sequencer
UnrealEditor_Sequencer
UnrealEditor_Sequencer
UnrealEditor_Sequencer
UnrealEditor_Sequencer
UnrealEditor_UnrealEd
UnrealEditor_UnrealEd
UnrealEditor_UnrealEd
UnrealEditor_UnrealEd
UnrealEditor
UnrealEditor
UnrealEditor
UnrealEditor
UnrealEditor
UnrealEditor
kernel32
ntdll

and the below is the last few lines from the .log file under Project/Saved/Logs:

[2026.01.27-00.10.29:902][550]PIE: Server logged in
[2026.01.27-00.10.29:903][550]PIE: Play in editor total start time 1.133 seconds.
[2026.01.27-00.10.30:069][551]LogRenderer: Recreating Persistent SBTs due to initializer changes:
NumShaderSlotsPerGeometrySegment changed: current: 1 - new: 2
NumGeometrySegments changed: current: 0 - new: 512
[2026.01.27-00.10.30:309][554]LogRenderer: Using fallback RTPSO
[2026.01.27-00.10.30:321][555]LogRenderer: Using fallback RTPSO
[2026.01.27-00.10.30:326][555]LogD3D12RHI: Creating RTPSO with 238 shaders (0 cached, 1 new) took 16.74 ms. Compile time 12.16 ms, link time 4.53 ms.
[2026.01.27-00.10.40:959][321]LogAssetEditorSubsystem: Opening Asset editor for LevelSequence /Game/shots/seq010/Cinematics/Takes/2026-01-26/Scene_1_01.Scene_1_01
[2026.01.27-00.10.40:995][321]LogSequenceNavigator: Deactivating provider: LevelSequence
[2026.01.27-00.10.41:001][321]LogSequenceNavigator: Provider unregistered: LevelSequence
[2026.01.27-00.10.41:090][321]LogSequenceNavigator: Activating provider: LevelSequence
[2026.01.27-00.10.41:090][321]LogSequenceNavigator: Loading provider state: LevelSequence
[2026.01.27-00.10.41:121][321]LogSequenceNavigator: Tool instance ‘LevelSequenceEditor’ provider ‘LevelSequence’ registered
[2026.01.27-00.10.41:137][321]LogStreaming: Display: FlushAsyncLoading(2020): 1 QueuedPackages, 0 AsyncPackages
[2026.01.27-00.10.44:043][321]LogWindows: Error: === Critical error: ===
[2026.01.27-00.10.44:043][321]LogWindows: Error:
[2026.01.27-00.10.44:043][321]LogWindows: Error: Fatal error!
[2026.01.27-00.10.44:043][321]LogWindows: Error:
[2026.01.27-00.10.44:043][321]LogWindows: Error: Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x0000000000000002
[2026.01.27-00.10.44:043][321]LogWindows: Error:
[2026.01.27-00.10.44:043][321]LogWindows: Error: [Callstack] 0x00007ff8228f5b85 UnrealEditor-UnrealEd.dll!UnknownFunction
[2026.01.27-00.10.44:043][321]LogWindows: Error: [Callstack] 0x00007ff82337dbd8 UnrealEditor-UnrealEd.dll!UnknownFunction
[2026.01.27-00.10.44:043][321]LogWindows: Error: [Callstack] 0x00007ff82337df0b UnrealEditor-UnrealEd.dll!UnknownFunction
[2026.01.27-00.10.44:043][321]LogWindows: Error: [Callstack] 0x00007ff8228ac97d UnrealEditor-UnrealEd.dll!UnknownFunction
[2026.01.27-00.10.44:043][321]LogWindows: Error: [Callstack] 0x0000021cbbc27fcc UnrealEditor-ControlRigEditor.dll!UnknownFunction
[2026.01.27-00.10.44:043][321]LogWindows: Error: [Callstack] 0x00007ff81c929e65 UnrealEditor-Engine.dll!UnknownFunction
[2026.01.27-00.10.44:043][321]LogWindows: Error: [Callstack] 0x00007ff81c956a23 UnrealEditor-Engine.dll!UnknownFunction
[2026.01.27-00.10.44:043][321]LogWindows: Error: [Callstack] 0x00007ff822826788 UnrealEditor-UnrealEd.dll!UnknownFunction
[2026.01.27-00.10.44:043][321]LogWindows: Error: [Callstack] 0x00007ff82337dfe6 UnrealEditor-UnrealEd.dll!UnknownFunction
[2026.01.27-00.10.44:043][321]LogWindows: Error: [Callstack] 0x00007ff658af4da6 UnrealEditor.exe!UnknownFunction
[2026.01.27-00.10.44:043][321]LogWindows: Error: [Callstack] 0x00007ff658b10bfe UnrealEditor.exe!UnknownFunction
[2026.01.27-00.10.44:043][321]LogWindows: Error: [Callstack] 0x00007ff658b10d0a UnrealEditor.exe!UnknownFunction
[2026.01.27-00.10.44:043][321]LogWindows: Error: [Callstack] 0x00007ff658b14590 UnrealEditor.exe!UnknownFunction
[2026.01.27-00.10.44:043][321]LogWindows: Error: [Callstack] 0x00007ff658b25be4 UnrealEditor.exe!UnknownFunction
[2026.01.27-00.10.44:043][321]LogWindows: Error: [Callstack] 0x00007ff658b28f9a UnrealEditor.exe!UnknownFunction
[2026.01.27-00.10.44:043][321]LogWindows: Error: [Callstack] 0x00007ff8d500e8d7 KERNEL32.DLL!UnknownFunction
[2026.01.27-00.10.44:043][321]LogWindows: Error:
[2026.01.27-00.10.44:079][321]LogExit: Executing StaticShutdownAfterError
[2026.01.27-00.10.44:084][321]LogWindows: FPlatformMisc::RequestExit(1, LaunchWindowsStartup.ExceptionHandler)
[2026.01.27-00.10.44:084][321]LogWindows: FPlatformMisc::RequestExitWithStatus(1, 3, LaunchWindowsStartup.ExceptionHandler)
[2026.01.27-00.10.44:084][321]LogCore: Engine exit requested (reason: Win RequestExit)

Thanks

Its hard to tell from that. Are debug symbols installed?

Hi Shaun, thanks for the reply.
Installing them now - what do I need to look for if it crashes again

=== EDIT ====

  • Upgraded my GFX driver

  • Now pressing play first then record on the take recorder ( I was doing it the other way around)

  • I previously had my own level seq loaded - and I dont have anything - and it seems to be recording now.

    Not sure which of these fixed it but hope this helps anyone with similar issues.

    Thanks