Hello,
My project is a architectural configurator where I press buttons to change the different looks of rooms (using level streaming). The crash occurs when I change the interior levels around (each scheme has 2 different levels on it) and go through them all once or do the same level twice. I’ve included the crash log below and have downloaded the debugging addon for unreal also.
Crash log
LoginId:546ddb7b4b81c32603e2c98e35cc8984
EpicAccountId:948ec3d248c74e7b83d25ac32947233e
Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x0000000000000008
UnrealEditor_VariantManagerContent!UPropertyValue::HasValidResolve() [D:\build++UE5\Sync\Engine\Plugins\Enterprise\VariantManagerContent\Source\VariantManagerContent\Private\PropertyValue.cpp:607]
UnrealEditor_VariantManagerContent!UPropertyValue::Resolve() [D:\build++UE5\Sync\Engine\Plugins\Enterprise\VariantManagerContent\Source\VariantManagerContent\Private\PropertyValue.cpp:531]
UnrealEditor_VariantManagerContent!UPropertyValue::ApplyDataToResolvedObject() [D:\build++UE5\Sync\Engine\Plugins\Enterprise\VariantManagerContent\Source\VariantManagerContent\Private\PropertyValue.cpp:695]
UnrealEditor_VariantManagerContent!UVariant::SwitchOn() [D:\build++UE5\Sync\Engine\Plugins\Enterprise\VariantManagerContent\Source\VariantManagerContent\Private\Variant.cpp:274]
UnrealEditor_CoreUObject!UFunction::Invoke() [D:\build++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\Class.cpp:6665]
UnrealEditor_CoreUObject!UObject::CallFunction() [D:\build++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\ScriptCore.cpp:1139]
UnrealEditor_CoreUObject!UObject::ProcessContextOpcode() [D:\build++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\ScriptCore.cpp:3094]
UnrealEditor_CoreUObject!ProcessLocalScriptFunction() [D:\build++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\ScriptCore.cpp:1209]
UnrealEditor_CoreUObject!UObject::ProcessInternal() [D:\build++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\ScriptCore.cpp:1306]
UnrealEditor_CoreUObject!UFunction::Invoke() [D:\build++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\Class.cpp:6665]
UnrealEditor_CoreUObject!UObject::ProcessEvent() [D:\build++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\ScriptCore.cpp:2145]
UnrealEditor_Engine!AActor::ProcessEvent() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\Actor.cpp:1122]
UnrealEditor_Engine!FLatentActionManager::TickLatentActionForObject() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\LatentActionManager.cpp:314]
UnrealEditor_Engine!FLatentActionManager::ProcessLatentActions() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\LatentActionManager.cpp:208]
UnrealEditor_Engine!AActor::Tick() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\Actor.cpp:1540]
UnrealEditor_Engine!AActor::TickActor() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\Actor.cpp:1516]
UnrealEditor_Engine!FActorTickFunction::ExecuteTick() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\Actor.cpp:251]
UnrealEditor_Engine!FTickFunctionTask::DoTask() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\TickTaskManager.cpp:278]
UnrealEditor_Engine!TGraphTask::ExecuteTask() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Async\TaskGraphInterfaces.h:1265]
UnrealEditor_Core!FNamedTaskThread::ProcessTasksNamedThread() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\TaskGraph.cpp:758]
UnrealEditor_Core!FNamedTaskThread::ProcessTasksUntilQuit() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\TaskGraph.cpp:649]
UnrealEditor_Core!FTaskGraphCompatibilityImplementation::WaitUntilTasksComplete() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\TaskGraph.cpp:2125]
UnrealEditor_Engine!FTickTaskSequencer::ReleaseTickGroup() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\TickTaskManager.cpp:556]
UnrealEditor_Engine!FTickTaskManager::RunTickGroup() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\TickTaskManager.cpp:1583]
UnrealEditor_Engine!UWorld::RunTickGroup() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\LevelTick.cpp:771]
UnrealEditor_Engine!UWorld::Tick() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\LevelTick.cpp:1515]
UnrealEditor_UnrealEd!UEditorEngine::Tick() [D:\build++UE5\Sync\Engine\Source\Editor\UnrealEd\Private\EditorEngine.cpp:1924]
UnrealEditor_UnrealEd!UUnrealEdEngine::Tick() [D:\build++UE5\Sync\Engine\Source\Editor\UnrealEd\Private\UnrealEdEngine.cpp:531]
UnrealEditor!FEngineLoop::Tick() [D:\build++UE5\Sync\Engine\Source\Runtime\Launch\Private\LaunchEngineLoop.cpp:5825]
UnrealEditor!GuardedMain() [D:\build++UE5\Sync\Engine\Source\Runtime\Launch\Private\Launch.cpp:188]
UnrealEditor!GuardedMainWrapper() [D:\build++UE5\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:118]
UnrealEditor!LaunchWindowsStartup() [D:\build++UE5\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:258]
UnrealEditor!WinMain() [D:\build++UE5\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:298]
UnrealEditor!__scrt_common_main_seh() [D:\a_work\1\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl:288]
kernel32
ntdll