UPDATE
I added a crash report this time. It has a Slate mention in it, so i am not sure if this is related to Slate even though my project doesnt use it.
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Access violation - code c0000005 (first/second chance not available)
ChessGame_Win32_Shipping!FMallocBinned2::Malloc() [c:\users\ceset\desktop\unreal_release_git\engine\source\runtime\core\public\hal\mallocbinned2.h:398]
ChessGame_Win32_Shipping!FMemory::Malloc() [c:\users\ceset\desktop\unreal_release_git\engine\source\runtime\core\public\hal\fmemory.inl:32]
ChessGame_Win32_Shipping!HarfBuzzMalloc() [c:\users\ceset\desktop\unreal_release_git\engine\source\runtime\slatecore\private\fonts\fontcacheharfbuzz.cpp:43]
ChessGame_Win32_Shipping!FD3D11DynamicRHI::RHICreateVertexBuffer() [c:\users\ceset\desktop\unreal_release_git\engine\source\runtime\windows\d3d11rhi\private\d3d11vertexbuffer.cpp:90]
ChessGame_Win32_Shipping!FDynamicRHI::CreateVertexBuffer_RenderThread() [c:\users\ceset\desktop\unreal_release_git\engine\source\runtime\rhi\private\rhicommandlist.cpp:1722]
ChessGame_Win32_Shipping!FRWBuffer::Initialize() [c:\users\ceset\desktop\unreal_release_git\engine\source\runtime\rhi\public\rhiutilities.h:70]
ChessGame_Win32_Shipping!FDeferredShadingSceneRenderer::ComputeLightGrid() [c:\users\ceset\desktop\unreal_release_git\engine\source\runtime\renderer\private\lightgridinjection.cpp:618]
ChessGame_Win32_Shipping!FDeferredShadingSceneRenderer::Render() [c:\users\ceset\desktop\unreal_release_git\engine\source\runtime\renderer\private\deferredshadingrenderer.cpp:832]
ChessGame_Win32_Shipping!GRHICommandList()
ChessGame_Win32_Shipping!FNamedTaskThread::ProcessTasksUntilQuit() [c:\users\ceset\desktop\unreal_release_git\engine\source\runtime\core\private\async\taskgraph.cpp:559]
ChessGame_Win32_Shipping!FTaskGraphImplementation::ProcessThreadUntilRequestReturn() [c:\users\ceset\desktop\unreal_release_git\engine\source\runtime\core\private\async\taskgraph.cpp:1276]
ChessGame_Win32_Shipping!RenderingThreadMain() [c:\users\ceset\desktop\unreal_release_git\engine\source\runtime\rendercore\private\renderingthread.cpp:325]
ChessGame_Win32_Shipping!FRenderingThread::Run() [c:\users\ceset\desktop\unreal_release_git\engine\source\runtime\rendercore\private\renderingthread.cpp:458]
ChessGame_Win32_Shipping!FRunnableThreadWin::Run() [c:\users\ceset\desktop\unreal_release_git\engine\source\runtime\core\private\windows\windowsrunnablethread.cpp:76]
Hi Everyone;
The Problem:
Recently i have been experiencing an interesting crash issue. At first glance it makes you think, this is a dangling pointer problem. But it looks like it is more than that.
It is a bit weird since the supposedly dangling pointer is used just a few lines above and no problem occurs? It makes me think it is caused by a multithread access to a pointer and the accessing code seemingly deletes the pointer.
You can look at the screenshots down below. As a note, realize that;
- In line 462, Bundle is checked inside while condition
- In line 464, Bundle is used to get the NextBundle
- In line 469, code tries to access NextNodeInCurrentBundle through Node, which is Bundle itself as it is assigned at line 466, and crash happens
It seems like a dangling pointer problem, but in fact it just accessed the pointer, so i guess it means that some other thread deletes it in between?
As a note, I am not sure what this problem may mean and i dont have an idea of where to look at. Any pointer is appreciated and no pun intended.
Anyways, here are the screenshots;
Screenshot Group 1: (I am going to upload other screenshots under this post as a comment)