Thread Error?

Hello! I am having this issue in my dump file:

The thread tried to read from or write to a virtual address for which it does not have the appropriate access
0xc0000005

My Packaged Game is crashing only when I create a new game and try to make a new game save file. Any Ideas why? Does my system not have write access for some reason? Can I change that? It is not just on my Desktop. Laptop as well.

Without seeing the full error and its stack we can only guess, it might be a file access violation or maybe just a null reference error.

You can check the crash folder for more information on the crash, it’s located in the Saved\Crashes folder. CrashContext.runtime-xml will have a lot of info in it.

For Development builds that folder is in the game’s folder, for Shipping builds that folder is at C:\Users\{your username}\AppData\Local\{game name}\Saved\Crashes.

You can also try attaching to your game after launching it with Visual Studio (Debug → Attach To Process…) and then trigger the crash.
image

Visual Studio will better show you what’s happening when you encounter the crash.

Thanks for the reply!

I will attach the log file for the most recent crash. In the meantime, I will try attaching the process and see if I can evaluate the issue from CrashContent.runtime-xml

CrashContext.runtime-xml (46.7 KB)
UEMinidump.dmp (806.6 KB)

Here is full call stack for error:

> UnrealEditor-IKRig.dll!UIKRigProcessor::IsIKRigCompatibleWithSkeleton(const UIKRigDefinition * InRigAsset, const FIKRigInputSkeleton & InputSkeleton, const FIKRigLogger * Log) Line 177 C++
UnrealEditor-IKRig.dll!UIKRigProcessor::Initialize(const UIKRigDefinition * InRigAsset, const USkeletalMesh * SkeletalMesh, const TArray<FName,TSizedDefaultAllocator<32>> & ExcludedGoals) Line 50 C++
UnrealEditor-IKRig.dll!UIKRetargetProcessor::InitializeIKRig(UObject * Outer, const USkeletalMesh * InSkeletalMesh) Line 1740 C++
UnrealEditor-IKRig.dll!UIKRetargetProcessor::Initialize(USkeletalMesh * SourceSkeletalMesh, USkeletalMesh * TargetSkeletalMesh, UIKRetargeter * InRetargeterAsset, const bool bSuppressWarnings) Line 1543 C++
UnrealEditor-IKRig.dll!FAnimNode_RetargetPoseFromMesh::EnsureProcessorIsInitialized(const TObjectPtr TargetMeshComponent) Line 273 C++
UnrealEditor-IKRig.dll!FAnimNode_RetargetPoseFromMesh::PreUpdate(const UAnimInstance * InAnimInstance) Line 165 C++
UnrealEditor-Engine.dll!FAnimInstanceProxy::PreUpdate(UAnimInstance * InAnimInstance, float DeltaSeconds) Line 516 C++
UnrealEditor-Engine.dll!UAnimInstance::PreUpdateAnimation(float DeltaSeconds) Line 602 C++
UnrealEditor-Engine.dll!UAnimInstance::UpdateAnimation(float DeltaSeconds, bool bNeedsValidRootMotion, UAnimInstance::EUpdateAnimationFlag UpdateFlag) Line 527 C++
UnrealEditor-Engine.dll!USkeletalMeshComponent::TickAnimInstances(float DeltaTime, bool bNeedsValidRootMotion) Line 1292 C++
UnrealEditor-Engine.dll!USkeletalMeshComponent::TickAnimation(float DeltaTime, bool bNeedsValidRootMotion) Line 1251 C++
UnrealEditor-Engine.dll!USkeletalMeshComponent::InitAnim(bool bForceReinit) Line 814 C++
UnrealEditor-Engine.dll!USkeletalMeshComponent::OnRegister() Line 605 C++
UnrealEditor-Engine.dll!UActorComponent::ExecuteRegisterEvents(FRegisterComponentContext * Context) Line 1676 C++
UnrealEditor-Engine.dll!UActorComponent::RegisterComponentWithWorld(UWorld * InWorld, FRegisterComponentContext * Context) Line 1354 C++
UnrealEditor-Engine.dll!USimpleConstructionScript::RegisterInstancedComponent(UActorComponent * InstancedComponent) Line 637 C++
UnrealEditor-Engine.dll!USCS_Node::ExecuteNodeOnActor(AActor * Actor, USceneComponent * ParentComponent, const UE::Math::TTransform * RootTransform, const FRotationConversionCache * RootRelativeRotationCache, bool bIsDefaultTransform) Line 165 C++
UnrealEditor-Engine.dll!USimpleConstructionScript::ExecuteScriptOnActor(AActor * Actor, const TInlineComponentArray<USceneComponent *,24> & NativeSceneComponents, const UE::Math::TTransform & RootTransform, const FRotationConversionCache * RootRelativeRotationCache, bool bIsDefaultTransform) Line 687 C++
UnrealEditor-Engine.dll!AActor::ExecuteConstruction(const UE::Math::TTransform & Transform, const FRotationConversionCache * TransformRotationCache, const FComponentInstanceDataCache * InstanceDataCache, bool bIsDefaultTransform) Line 803 C++
UnrealEditor-Engine.dll!AActor::FinishSpawning(const UE::Math::TTransform & UserTransform, bool bIsDefaultTransform, const FComponentInstanceDataCache * InstanceDataCache) Line 3744 C++
UnrealEditor-Engine.dll!AActor::PostSpawnInitialize(const UE::Math::TTransform & UserSpawnTransform, AActor * InOwner, APawn * InInstigator, bool bRemoteOwned, bool bNoFail, bool bDeferConstruction) Line 3687 C++
UnrealEditor-Engine.dll!UWorld::SpawnActor(UClass * Class, const UE::Math::TTransform * UserTransformPtr, const FActorSpawnParameters & SpawnParameters) Line 724 C++
[Inline Frame] UnrealEditor-Engine.dll!UWorld::SpawnActor(UClass *) Line 3527 C++
UnrealEditor-Engine.dll!AGameModeBase::SpawnDefaultPawnAtTransform_Implementation(AController * NewPlayer, const UE::Math::TTransform & SpawnTransform) Line 1207 C++
UnrealEditor-Engine.dll!AGameModeBase::execSpawnDefaultPawnAtTransform(UObject * Context, FFrame & Stack, void * const Z_Param__Result) Line 53 C++
UnrealEditor-CoreUObject.dll!UFunction::Invoke(UObject * Obj, FFrame & Stack, void * const Z_Param__Result) Line 6455 C++
UnrealEditor-CoreUObject.dll!UObject::ProcessEvent(UFunction * Function, void * Parms) Line 2127 C++
UnrealEditor-Engine.dll!AActor::ProcessEvent(UFunction * Function, void * Parameters) Line 1055 C++
UnrealEditor-Engine.dll!AGameModeBase::SpawnDefaultPawnAtTransform(AController * NewPlayer, const UE::Math::TTransform & SpawnTransform) Line 489 C++
UnrealEditor-Engine.dll!AGameModeBase::SpawnDefaultPawnFor_Implementation(AController * NewPlayer, AActor * StartSpot) Line 1199 C++
UnrealEditor-Engine.dll!AGameModeBase::execSpawnDefaultPawnFor(UObject * Context, FFrame & Stack, void * const Z_Param__Result) Line 64 C++
UnrealEditor-CoreUObject.dll!UFunction::Invoke(UObject * Obj, FFrame & Stack, void * const Z_Param__Result) Line 6455 C++
UnrealEditor-CoreUObject.dll!UObject::ProcessEvent(UFunction * Function, void * Parms) Line 2127 C++
UnrealEditor-Engine.dll!AActor::ProcessEvent(UFunction * Function, void * Parameters) Line 1055 C++
UnrealEditor-Engine.dll!AGameModeBase::SpawnDefaultPawnFor(AController * NewPlayer, AActor * StartSpot) Line 498 C++
UnrealEditor-Engine.dll!AGameModeBase::RestartPlayerAtPlayerStart(AController * NewPlayer, AActor * StartSpot) Line 1272 C++
UnrealEditor-Engine.dll!AGameModeBase::RestartPlayer(AController * NewPlayer) Line 1238 C++
UnrealEditor-Engine.dll!AGameModeBase::HandleStartingNewPlayer_Implementation(APlayerController * NewPlayer) Line 1052 C++
UnrealEditor-Engine.dll!AGameModeBase::execHandleStartingNewPlayer(UObject * Context, FFrame & Stack, void * const Z_Param__Result) Line 159 C++
UnrealEditor-CoreUObject.dll!UFunction::Invoke(UObject * Obj, FFrame & Stack, void * const Z_Param__Result) Line 6455 C++
UnrealEditor-CoreUObject.dll!UObject::ProcessEvent(UFunction * Function, void * Parms) Line 2127 C++
UnrealEditor-Engine.dll!AActor::ProcessEvent(UFunction * Function, void * Parameters) Line 1055 C++
[Inline Frame] UnrealEditor-Engine.dll!AGameModeBase::HandleStartingNewPlayer(APlayerController *) Line 403 C++
UnrealEditor-Engine.dll!AGameModeBase::PostLogin(APlayerController * NewPlayer) Line 1014 C++
UnrealEditor-Engine.dll!UWorld::SpawnPlayActor(UPlayer * NewPlayer, ENetRole RemoteRole, const FURL & InURL, const FUniqueNetIdRepl & UniqueId, FString & Error, unsigned char InNetPlayerIndex) Line 1052 C++
UnrealEditor-Engine.dll!ULocalPlayer::SpawnPlayActor(const FString & URL, FString & OutError, UWorld * InWorld) Line 292 C++
UnrealEditor-Engine.dll!UEngine::LoadMap(FWorldContext & WorldContext, FURL URL, UPendingNetGame * Pending, FString & Error) Line 14866 C++
UnrealEditor-Engine.dll!UEngine::Browse(FWorldContext & WorldContext, FURL URL, FString & Error) Line 14037 C++
UnrealEditor-Engine.dll!UGameInstance::StartGameInstance() Line 638 C++
UnrealEditor-Engine.dll!UGameEngine::Start() Line 1219 C++
UnrealEditor.exe!FEngineLoop::Init() Line 4372 C++
[Inline Frame] UnrealEditor.exe!EngineInit() Line 56 C++
UnrealEditor.exe!GuardedMain(const wchar_t * CmdLine) Line 182 C++
UnrealEditor.exe!GuardedMainWrapper(const wchar_t * CmdLine) Line 107 C++
UnrealEditor.exe!LaunchWindowsStartup(HINSTANCE__ * hInInstance, HINSTANCE__ * hPrevInstance, char * __formal, int nCmdShow, const wchar_t * CmdLine) Line 244 C++
UnrealEditor.exe!WinMain(HINSTANCE__ * hInInstance, HINSTANCE__ * hPrevInstance, char * pCmdLine, int nCmdShow) Line 282 C++
[External Code]

Hmm odd, seems it can’t find an IK solver in one of your IK Rig assets. I would check the asset that it’s sending to that function to see if something is wrong with it. Check its path, find it in your project, potentially even recreate it if needed.

This might also have been fixed in UE 5.2, you can check if upgrading to that fixes it.

If nothing helps then I would try to make a minimal repro project with only the crashing asset and send it to our bug submission form.

1 Like

Remaking my IK rig solved the issue. Must have been an old reference!

Thanks for the help!

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