UE 4.3 Crash when clicking Play


On my project I have 3 Maps.
Only 1 of them works (the one with almost nothing in it).

I get no compile errors on my Blueprints, nor any other errors. I just Upgraded my Project from 4.2(NOT 4.2.1) to 4.3

When I click “Play” I get following error message (in VS2013):

  First-chance exception at 0x00007FFBAFD3E620 (UE4Editor-Engine.dll) in UE4Editor.exe: 0xC0000005: Access  violation reading location 0x00000000000000F0.
    If there is a handler for this exception, the program may be safely continued.

When I hit break it says: “UE4Editor-Engine.pdb not loaded”

My Project can be found here:

Thanks in advance

hmm… that isn’t the solution.
I have no NULL pointers, even if I did, then why would 1 Map still work?

I can’t tell you exactly where the problem is but I got very similar crash every time I accidentally use a component not initialized.
Check for null pointers in your constructors.

hmmm ok ; I will look through my BPs again and try to figure out what causes the problem :slight_smile:

I found that my flickering lights cause the error.
But I cannot find what exactly in their scripts cause this to happen

It could be a NULL pointer or an unauthorized function call somewhere in constructor scrips or blueprints. The fact that one map works could depend on which component the error is related to.
I hope staff members could figure out if it depends on a component you placed (and used in a way it is no more supposed to be used in this new version) or it is caused by an internal engine function call

Try to debug it:
comment or delete (or just break the white line flow if in BP) lights instruction (or nodes in BP) at various steps starting from the beginning to understand if what goes wrong is in the lights’ creation/placement or whatever later.

My Lights are made in C++. I might have found a fix…
But right now I am fighting Engine.h compile errors ; even though I only touched my Project files… -.-

FIX: (most retarded fix ever)

What I had:

: Super(PCIP.SetDefaultSubobjectClass<UPointLightComponent>(TEXT("LightComponent1")))

What I have now:

: Super(PCIP.SetDefaultSubobjectClass<UPointLightComponent>(TEXT("LightComponent0")))