# Take recorder crash in UE 5.7

**URL:** <https://forums.unrealengine.com/t/take-recorder-crash-in-ue-5-7/2693341>\
**Category:** Cinematics & Media\
**Tags:** sequence-recording, unreal-engine\
**Created:** [January 19, 2026, 3:47pm UTC](https://forums.unrealengine.com/t/take-recorder-crash-in-ue-5-7/2693341 "2026-01-19T15:47:07Z")\
**Posts on this page:** 6\
**Page:** 1

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**Author:** ![i.zanchetta](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@i.zanchetta](https://forums.unrealengine.com/u/i.zanchetta)\
**Post date:** [January 19, 2026, 3:47pm UTC](https://forums.unrealengine.com/t/take-recorder-crash-in-ue-5-7/2693341/1 "2026-01-19T15:47:07Z")

</div>

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?

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<div class="post-metadata">

**Author:** ![comlys](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/comlys/32/998665_2.png) [@comlys](https://forums.unrealengine.com/u/comlys)\
**Post date:** [January 21, 2026, 12:55am UTC](https://forums.unrealengine.com/t/take-recorder-crash-in-ue-5-7/2693341/2 "2026-01-21T00:55:35Z")

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Hello, we addressed this in 5.7.2 with change list _48912047_.

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**Author:** ![SOND-007](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@SOND-007](https://forums.unrealengine.com/u/SOND-007)\
**Post date:** [January 30, 2026, 12:45am UTC](https://forums.unrealengine.com/t/take-recorder-crash-in-ue-5-7/2693341/3 "2026-01-30T00:45:34Z")

</div>

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

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<div class="post-metadata">

**Author:** ![comlys](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/comlys/32/998665_2.png) [@comlys](https://forums.unrealengine.com/u/comlys)\
**Post date:** [January 30, 2026, 11:58pm UTC](https://forums.unrealengine.com/t/take-recorder-crash-in-ue-5-7/2693341/4 "2026-01-30T23:58:42Z")

</div>

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

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<div class="post-metadata">

**Author:** ![SOND-007](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@SOND-007](https://forums.unrealengine.com/u/SOND-007)\
**Post date:** [January 31, 2026, 8:17pm UTC](https://forums.unrealengine.com/t/take-recorder-crash-in-ue-5-7/2693341/5 "2026-01-31T20:17:11Z")

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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.

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<div class="post-metadata">

**Author:** ![comlys](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/comlys/32/998665_2.png) [@comlys](https://forums.unrealengine.com/u/comlys)\
**Post date:** [February 2, 2026, 7:58pm UTC](https://forums.unrealengine.com/t/take-recorder-crash-in-ue-5-7/2693341/6 "2026-02-02T19:58:17Z")

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Debug symbols will just make the crash log more informative. You should be able to do both of the things in your edit without failure. We do it all the time at the stage.
