UE5-0 crashes when attempting to build the Third Person sample project

Steps to Replicate

  1. Install UE 5.0 from the Epic Games Launcher
  2. Start UE 5.0 and create a C++ game using the Third Person template
  3. When the project opens, a prompt shows up saying the project file is out of date. Click update on the pop-up
    image
  4. From the menu, go to Build → Build all Levels
  5. Select build HLODs in the dialogue that shows up when you initiate the build
  6. Click “Save Selected” when a dialogue pops up to save the PostProcessVolume and ThirdPersonMap
  7. The build continues and we see a message show up saying HLOD build completed with a lot of log output. Click “Ok” on this dialogue
    Result: The editor now crashes with the following stack trace
LoginId:8d18a9224da320fae814df965d45d5d3
EpicAccountId:97a8e87e68cd4d25a30b135d3aa7993b

Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x00000000000000f0

UnrealEditor_CoreUObject
UnrealEditor_UnrealEd
UnrealEditor_UnrealEd
UnrealEditor_LevelEditor
UnrealEditor_LevelEditor
UnrealEditor_Slate
UnrealEditor_Slate
UnrealEditor_Slate
UnrealEditor_Slate
UnrealEditor_Slate
UnrealEditor_Slate
UnrealEditor_Slate
UnrealEditor_Slate
UnrealEditor_Slate
UnrealEditor_Slate
UnrealEditor_Slate
UnrealEditor_Slate
UnrealEditor_ApplicationCore
UnrealEditor_ApplicationCore
UnrealEditor_ApplicationCore
UnrealEditor_ApplicationCore
user32
user32
UnrealEditor_ApplicationCore
UnrealEditor
UnrealEditor
UnrealEditor
UnrealEditor
UnrealEditor
UnrealEditor
kernel32
ntdll

Question: Do I have something misconfigured in my system? Or is this a bug in Unreal 5.0?
I am quite excited to start learning on the platform, so I’d very much appreciate some help fixing this.

same thing happing to me, i can build lighting and no crash sometimes but once i build all its crashing everytime

Update: I hoped that the solution mentioned here would fix the issue - UE5 Crash on building streaming texture - #8 by davisctools

But unfortunately even with this plugin enabled the same error occurs.

@adiswa123 Nah still crashing ;/

this can be related to this

or this

In case anyone is looking into this, I recently installed Editor Debugging symbols, and now have a proper stack trace

LoginId:8d18a9224da320fae814df965d45d5d3
EpicAccountId:97a8e87e68cd4d25a30b135d3aa7993b

Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x00000000000000f0

UnrealEditor_CoreUObject!UObjectBaseUtility::GetPackage() [D:\build\++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\UObjectBaseUtility.cpp:189]
UnrealEditor_UnrealEd!FBuildAllHandler::ProcessBuild() [D:\build\++UE5\Sync\Engine\Source\Editor\UnrealEd\Private\EditorBuildUtils.cpp:1204]
UnrealEditor_UnrealEd!FEditorBuildUtils::EditorBuild() [D:\build\++UE5\Sync\Engine\Source\Editor\UnrealEd\Private\EditorBuildUtils.cpp:499]
UnrealEditor_LevelEditor!FLevelEditorActionCallbacks::Build_Execute() [D:\build\++UE5\Sync\Engine\Source\Editor\LevelEditor\Private\LevelEditorActions.cpp:676]
UnrealEditor_LevelEditor!TBaseStaticDelegateInstance<void __cdecl(void),FDefaultDelegateUserPolicy>::ExecuteIfSafe() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Public\Delegates\DelegateInstancesImpl.h:731]
UnrealEditor_Slate!FUICommandList::ExecuteAction() [D:\build\++UE5\Sync\Engine\Source\Runtime\Slate\Private\Framework\Commands\UICommandList.cpp:99]
UnrealEditor_Slate!SMenuEntryBlock::OnClicked() [D:\build\++UE5\Sync\Engine\Source\Runtime\Slate\Private\Framework\MultiBox\SMenuEntryBlock.cpp:1148]
UnrealEditor_Slate!SMenuEntryBlock::OnMenuItemButtonClicked() [D:\build\++UE5\Sync\Engine\Source\Runtime\Slate\Private\Framework\MultiBox\SMenuEntryBlock.cpp:1108]
UnrealEditor_Slate!TBaseSPMethodDelegateInstance<0,SMenuEntryBlock,1,FReply __cdecl(void),FDefaultDelegateUserPolicy>::Execute() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Public\Delegates\DelegateInstancesImpl.h:290]
UnrealEditor_Slate!SButton::ExecuteOnClick() [D:\build\++UE5\Sync\Engine\Source\Runtime\Slate\Private\Widgets\Input\SButton.cpp:464]
UnrealEditor_Slate!SButton::OnMouseButtonUp() [D:\build\++UE5\Sync\Engine\Source\Runtime\Slate\Private\Widgets\Input\SButton.cpp:389]
UnrealEditor_Slate!SMenuEntryButton::OnMouseButtonUp() [D:\build\++UE5\Sync\Engine\Source\Runtime\Slate\Private\Framework\MultiBox\SMenuEntryBlock.cpp:434]
UnrealEditor_Slate!<lambda_51e270ca99ea7ce852539efd04dd453f>::operator()() [D:\build\++UE5\Sync\Engine\Source\Runtime\Slate\Private\Framework\Application\SlateApplication.cpp:4961]
UnrealEditor_Slate!FEventRouter::Route<FReply,FEventRouter::FToLeafmostPolicy,FPointerEvent,<lambda_51e270ca99ea7ce852539efd04dd453f> >() [D:\build\++UE5\Sync\Engine\Source\Runtime\Slate\Private\Framework\Application\SlateApplication.cpp:405]
UnrealEditor_Slate!FSlateApplication::RoutePointerUpEvent() [D:\build\++UE5\Sync\Engine\Source\Runtime\Slate\Private\Framework\Application\SlateApplication.cpp:4947]
UnrealEditor_Slate!FSlateApplication::ProcessMouseButtonUpEvent() [D:\build\++UE5\Sync\Engine\Source\Runtime\Slate\Private\Framework\Application\SlateApplication.cpp:5495]
UnrealEditor_Slate!FSlateApplication::OnMouseUp() [D:\build\++UE5\Sync\Engine\Source\Runtime\Slate\Private\Framework\Application\SlateApplication.cpp:5460]
UnrealEditor_ApplicationCore!FWindowsApplication::ProcessDeferredMessage() [D:\build\++UE5\Sync\Engine\Source\Runtime\ApplicationCore\Private\Windows\WindowsApplication.cpp:2210]
UnrealEditor_ApplicationCore!FWindowsApplication::DeferMessage() [D:\build\++UE5\Sync\Engine\Source\Runtime\ApplicationCore\Private\Windows\WindowsApplication.cpp:2699]
UnrealEditor_ApplicationCore!FWindowsApplication::ProcessMessage() [D:\build\++UE5\Sync\Engine\Source\Runtime\ApplicationCore\Private\Windows\WindowsApplication.cpp:1078]
UnrealEditor_ApplicationCore!FWindowsApplication::AppWndProc() [D:\build\++UE5\Sync\Engine\Source\Runtime\ApplicationCore\Private\Windows\WindowsApplication.cpp:916]
user32
user32
UnrealEditor_ApplicationCore!FWindowsPlatformApplicationMisc::PumpMessages() [D:\build\++UE5\Sync\Engine\Source\Runtime\ApplicationCore\Private\Windows\WindowsPlatformApplicationMisc.cpp:138]
UnrealEditor!FEngineLoop::Tick() [D:\build\++UE5\Sync\Engine\Source\Runtime\Launch\Private\LaunchEngineLoop.cpp:5139]
UnrealEditor!GuardedMain() [D:\build\++UE5\Sync\Engine\Source\Runtime\Launch\Private\Launch.cpp:183]
UnrealEditor!GuardedMainWrapper() [D:\build\++UE5\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:147]
UnrealEditor!LaunchWindowsStartup() [D:\build\++UE5\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:283]
UnrealEditor!WinMain() [D:\build\++UE5\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:330]
UnrealEditor!__scrt_common_main_seh() [d:\a01\_work\6\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl:288]
kernel32
ntdll

I really hope Epic is aware of this issue, would love to have this fixed.

cheers mate, not sure if they are. have not hurd anything for over a week now since it started so hopfully they do

Ok with the help of my new stack trace, I was able to find the bug report for Unreal Engine (one already exists) - UE-148515

Please see Unreal Engine Issues and Bug Tracker (UE-148515)

I had this happen yesterday when making a Top Down C++ new project, it was crashing in build, even though I’ve done nothing but create the project.

I tried removing the extreme amount of plugins, like Android/iOS and others, but it still mentions Android Platform warnings and so on in UE5 Logs

If I do a manual package for Windows it will complete and build it, but then the package crashes, it’s trying to index something and getting a NULL ref, which is weird, it’s trying to find a file on d: drive

Assertion failed: Index != INDEX_NONE [File:D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Public\Animation\AttributeTypes.h] [Line: 117] Missing operator for attribute, type IntergerAnimationAttribute was not registered previously

I hope it’s not a silly issue with a hardcoded drive of D: by accident, as I have a D: drive, and UE5 is not installed to it, the build is not on it, and so there is going to be a problem with attempting to make a virtual D: to unpack any Unreal Assets and such.

This has been fixed in Unreal Engine 5.0.2 hotfix
See this post for more details - 5.0.2 Hotfix Released

In my case, I knew the problem was in a plug-in related to a web browser from the initial error message, which included: WebBrowserSingleton.cpp Line 361.

Then I found maybe a related function in LoginFlowManager.cpp Line 156 that appears to create a path statement using the WebBrowserSingleton class.

And maybe also related to Line 877 in WebBrowserSingleton.cpp.

Although these may be related to the cause of the problem. Not being familiar with the classes and code. It was not enough information to be sure about the problem and solution.

Several people in the forum recommended looking at the .uproject file in a text editor.

Searching for “WebBrowser” in the .uproject file led to two entries.

I guessed which one to delete first. Then opened the project in UE 5.4. And the repeatable crash was gone.

The plug-in that I removed was: EditorWebBrowser.

Tim

Around this same time, I installed UE 5.3 to gain access to additional plug-in’s that were not available in UE 5.4.

UE 5.4 is installed on the C:\ drive. Whereas UE 5.3, installed after UE 5.4 was installed, UE 5.3 is installed on the D:\ drive.

Thus, I wonder if it is a registry error. When installing UE 5.3 after having installed UE 5.4. And installing UE 5.3 to a different drive. I wonder if the UE 5.3 installation set a default path in the registry that UE 5.4 is then assuming is still accurate.

Just a guess.

I am getting this same error: Assertion failed D:\build … in UE 5.4 in one of the WebBrowser plug-in’s, after having created a blank project. Then adding plug-in’s to the blank project. Then on next attempt to load the project into UE 5.4, the Assertion failed error shows up.

Apparently the bug is not fixed.

It looks like it is referencing an invalid directory. There is no D:\build++UE5\Sync\ directory on the computer.

The rest of the path is correct starting from around … Engine\Source … So it looks like it is concatenating the wrong root directory.

UPDATE …

The writer of WebBrowserEditor responded to my post in the Questions for this plug-in, see: https://www.unrealengine.com/marketplace/en-US/product/editor-web-browser/questions.