UE 5.1 VS Invalid access to memory location

I’m getting an issue when building the sln file generated by my uproject file, I’m getting Invalid access to memory location.
It’s worth noting that the windows 11 OS is running as a Virtual Machine. I’m able to run and open unreal engine fine without issues.
I’ve deleted the binaries and intermediate folders etc. This builds fine on other machines but hopefully would like to build on this virtual machine as well.
I saw some suggestions on the forums to reinstall dotnet, which I have to get the same result as well.

1>UnrealBuildTool : error : System.ComponentModel.Win32Exception (998): Invalid access to memory location.
1>                           at EpicGames.Core.ManagedProcessGroup.get_TotalProcessorTime() in D:\build\++UE5\Sync\Engine\Saved\CsTools\Engine\Source\Programs\Shared\EpicGames.Core\ManagedProcess.cs:line 165
1>                           at EpicGames.Core.ManagedProcess.get_TotalProcessorTime() in D:\build\++UE5\Sync\Engine\Saved\CsTools\Engine\Source\Programs\Shared\EpicGames.Core\ManagedProcess.cs:line 1207
1>                           at UnrealBuildTool.ParallelExecutor.RunAction(LinkedAction Action, ManagedProcessGroup ProcessGroup, CancellationToken CancellationToken) in D:\build\++UE5\Sync\Engine\Saved\CsTools\Engine\Source\Programs\UnrealBuildTool\Executors\ParallelExecutor.cs:line 301
1>                           at UnrealBuildTool.ParallelExecutor.ExecuteAction(Task`1[] AntecedentTasks, LinkedAction Action, ManagedProcessGroup ProcessGroup, SemaphoreSlim MaxProcessSemaphore, CancellationToken CancellationToken) in D:\build\++UE5\Sync\Engine\Saved\CsTools\Engine\Source\Programs\UnrealBuildTool\Executors\ParallelExecutor.cs:line 268
1>UnrealBuildTool : error : System.ComponentModel.Win32Exception (998): Invalid access to memory location.
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I’m running a Windows 11 OS on a virtual machine as well via Parallels. I get the exact same issue. I did try to reinstall dotnet, delete the x86 version, two times reinstalled the engine and the IDE and so far so bad. Nothing’s changed. I even thought maybe there’s not enough RAM to build a project and I allocated 12GB (I have a mac with 16GB) towards windows. None has happened, still same issue. Have you solved it?

I’m also running Windows OS via Parallels and I get the same issue.
I managed to build an empty project, but not one with modules. Have you solved it?

I had done some reading and research and from what i’ve been able to see after looking around is that Epic doesn’t test or target for UE to work on parallels. This has been something others have raised a while back to no luck.

I have the same issues on Windows 11 in a Parallels VM. :confused:

Afaik VMs aren’t supported even built UE games won’t play on them due to the way most VMs interact with the GPU

Same issue occurs when trying to build on Yoga 7x (Snapdragon X Elite) and so this is possibly not related to using Parallels. I looked into dotnet versions as suggested on another post, but I think it is using the bundled version of dotnet downloaded from running Setup.bat

Since the other posts solved their similar issues by using the correct dotnet version, I tried different combinations based on the dotnet command in the build output, and this was the only one that worked.

PS C:\repos\UnrealEngine\Engine\Build> & ‘C:\Program Files\dotnet\x64\dotnet.exe’ “…..\Engine\Binaries\DotNET\UnrealBuildTool\UnrealBuildTool.dll” -Target=“UnrealEditor Win64 Development” -Target=“ShaderCompileWorker Win64 Development -Quiet” -WaitMutex -FromMsBuild -architecture=x64

UnrealEngineBuilder was able to run 4 tasks in parallel (16GB memory and VS was closed) and complete in 8596.17 seconds which I think is pretty good for a Yoga Slim 7x.

Unfortunately for arm64 and arm64ec, I get errors like this from the first task
UnrealMathNeon.h(482): error C2433: ‘VectorRegister4x4Float’: ‘__forceinline’ not permitted on data declarations

The “Invalid access to memory location” error in Unreal Engine (UE) 5.1 typically indicates that your code or blueprint is trying to access a memory location that it shouldn’t, often due to dereferencing a null pointer or accessing an object that has already been destroyed.

I just realized I have been posting on the wrong topic. I was trying to build Unreal Engine 5.4 from source with no changes. I was wondering if UE built for arm64 would be noticeably better on a Snapdragon X Elite laptop. I think it’s just lack of memory causing the invalid access errors. The one time I succeeded was the one time I know I closed Visual Studio before running the build command.