Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x0000000000000000

Currently having a similar problem.
Getting many errors all varying but similar to yours with a memory error.
I cant move my metahuman from content browser to the canvas.
It crashes immediately and will not let me open the project if metahuman plugin is still installed into engine. I have to uninstall it from engine and manually delete metahuman folder from project file.

i9 13900k, 4090, 32gb ddr5 7200mhz
Below is my error with debugging on.

Unhandled Exception: EXCEPTION_ACCESS_VIOLATION 0x00007ffd62aec50e

UnrealEditor_MeshUtilities!ComputeNormals() [D:\build++UE5\Sync\Engine\Source\Developer\MeshUtilities\Private\MeshUtilities.cpp:1900]
UnrealEditor_MeshUtilities!FMeshUtilities::CalculateNormals() [D:\build++UE5\Sync\Engine\Source\Developer\MeshUtilities\Private\MeshUtilities.cpp:5747]
UnrealEditor_SkeletalMeshUtilitiesCommon!FAsyncTask::DoTaskWork() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Async\AsyncWork.h:617]
UnrealEditor_SkeletalMeshUtilitiesCommon!FAsyncTaskBase::DoWork() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Async\AsyncWork.h:285]
UnrealEditor_SkeletalMeshUtilitiesCommon!FAsyncTaskBase::DoThreadedWork() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Async\AsyncWork.h:309]
UnrealEditor_Core!<lambda_2cfb882046ba83e24f4606b279dfb220>::operator()() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Async\Fundamental\Task.h:499]
UnrealEditor_Core!LowLevelTasks::TTaskDelegate<LowLevelTasks::FTask * __cdecl(bool),48>::TTaskDelegateImpl<<lambda_2cfb882046ba83e24f4606b279dfb220>,0>::CallAndMove() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Async\Fundamental\TaskDelegate.h:171]
UnrealEditor_Core!LowLevelTasks::FTask::ExecuteTask() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Async\Fundamental\Task.h:627]
UnrealEditor_Core!LowLevelTasks::FScheduler::ExecuteTask() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\Fundamental\Scheduler.cpp:172]
UnrealEditor_Core!LowLevelTasks::FScheduler::TryExecuteTaskFrom<LowLevelTasks::TLocalQueueRegistry<1024>::TLocalQueue,&LowLevelTasks::TLocalQueueRegistry<1024>::TLocalQueue::DequeueGlobal,0>() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\Fundamental\Scheduler.cpp:350]
UnrealEditor_Core!LowLevelTasks::FScheduler::WorkerMain() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\Fundamental\Scheduler.cpp:378]
UnrealEditor_Core!UE::Core::Private::Function::TFunctionRefCaller<<lambda_be2218a0adc66e92e8734764b1b5dd37>,void __cdecl(void)>::Call() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Templates\Function.h:475]
UnrealEditor_Core!FThreadImpl::Run() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\HAL\Thread.cpp:67]
UnrealEditor_Core!FRunnableThreadWin::Run() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Windows\WindowsRunnableThread.cpp:149]

justjosh24

I have the same issue on a very similar configuration.
It happens during project opening.
So fat no solution.

Update: Actually it is a little bit different

Unhandled Exception: EXCEPTION_ACCESS_VIOLATION 0x00007ffff5b02f45

UnrealEditor_SkeletalMeshUtilitiesCommon!FAsyncImportMorphTargetWork::PrepareTangents() [D:\build\++UE5\Sync\Engine\Source\Developer\SkeletalMeshUtilitiesCommon\Private\LODUtilities.cpp:3137]
UnrealEditor_SkeletalMeshUtilitiesCommon!FAsyncTask<FAsyncImportMorphTargetWork>::DoTaskWork() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Public\Async\AsyncWork.h:626]
UnrealEditor_SkeletalMeshUtilitiesCommon!FAsyncTaskBase::DoWork() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Public\Async\AsyncWork.h:289]
UnrealEditor_SkeletalMeshUtilitiesCommon!FAsyncTaskBase::DoThreadedWork() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Public\Async\AsyncWork.h:313]
UnrealEditor!`LowLevelTasks::FTask::Init<`FQueuedLowLevelThreadPool::AddQueuedWork'::`2'::<lambda_1> >'::`11'::<lambda_1>::operator()() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Public\Async\Fundamental\Task.h:499]
UnrealEditor!LowLevelTasks::TTaskDelegate<LowLevelTasks::FTask * __cdecl(bool),48>::TTaskDelegateImpl<`LowLevelTasks::FTask::Init<`FQueuedLowLevelThreadPool::AddQueuedWork'::`2'::<lambda_1> >'::`11'::<lambda_1>,0>::CallAndMove() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Public\Async\Fundamental\TaskDelegate.h:171]
UnrealEditor_Core!LowLevelTasks::FTask::ExecuteTask() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Public\Async\Fundamental\Task.h:627]
UnrealEditor_Core!LowLevelTasks::FScheduler::ExecuteTask() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\Fundamental\Scheduler.cpp:172]
UnrealEditor_Core!LowLevelTasks::FScheduler::TryExecuteTaskFrom<LowLevelTasks::TLocalQueueRegistry<1024>::TLocalQueue,&LowLevelTasks::TLocalQueueRegistry<1024>::TLocalQueue::DequeueGlobal,0>() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\Fundamental\Scheduler.cpp:350]
UnrealEditor_Core!LowLevelTasks::FScheduler::WorkerMain() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\Fundamental\Scheduler.cpp:378]
UnrealEditor_Core!UE::Core::Private::Function::TFunctionRefCaller<`LowLevelTasks::FScheduler::CreateWorker'::`2'::<lambda_1>,void __cdecl(void)>::Call() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Public\Templates\Function.h:480]
UnrealEditor_Core!FThreadImpl::Run() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Private\HAL\Thread.cpp:69]
UnrealEditor_Core!FRunnableThreadWin::Run() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Private\Windows\WindowsRunnableThread.cpp:149]

Actually, both happening, also this

Unhandled Exception: EXCEPTION_ILLEGAL_INSTRUCTION

UnrealEditor_MeshUtilities!ComputeNormals() [D:\build\++UE5\Sync\Engine\Source\Developer\MeshUtilities\Private\MeshUtilities.cpp:1996]
UnrealEditor_MeshUtilities!FMeshUtilities::CalculateNormals() [D:\build\++UE5\Sync\Engine\Source\Developer\MeshUtilities\Private\MeshUtilities.cpp:5768]
UnrealEditor_SkeletalMeshUtilitiesCommon!FAsyncTask<FAsyncImportMorphTargetWork>::DoTaskWork() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Public\Async\AsyncWork.h:626]
UnrealEditor_SkeletalMeshUtilitiesCommon!FAsyncTaskBase::DoWork() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Public\Async\AsyncWork.h:289]
UnrealEditor_SkeletalMeshUtilitiesCommon!FAsyncTaskBase::DoThreadedWork() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Public\Async\AsyncWork.h:313]
UnrealEditor!`LowLevelTasks::FTask::Init<`FQueuedLowLevelThreadPool::AddQueuedWork'::`2'::<lambda_1> >'::`11'::<lambda_1>::operator()() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Public\Async\Fundamental\Task.h:499]
UnrealEditor!LowLevelTasks::TTaskDelegate<LowLevelTasks::FTask * __cdecl(bool),48>::TTaskDelegateImpl<`LowLevelTasks::FTask::Init<`FQueuedLowLevelThreadPool::AddQueuedWork'::`2'::<lambda_1> >'::`11'::<lambda_1>,0>::CallAndMove() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Public\Async\Fundamental\TaskDelegate.h:171]
UnrealEditor_Core!LowLevelTasks::FTask::ExecuteTask() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Public\Async\Fundamental\Task.h:627]
UnrealEditor_Core!LowLevelTasks::FScheduler::ExecuteTask() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\Fundamental\Scheduler.cpp:172]
UnrealEditor_Core!LowLevelTasks::FScheduler::TryExecuteTaskFrom<LowLevelTasks::TLocalQueueRegistry<1024>::TLocalQueue,&LowLevelTasks::TLocalQueueRegistry<1024>::TLocalQueue::DequeueGlobal,0>() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\Fundamental\Scheduler.cpp:350]
UnrealEditor_Core!LowLevelTasks::FScheduler::WorkerMain() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\Fundamental\Scheduler.cpp:378]
UnrealEditor_Core!UE::Core::Private::Function::TFunctionRefCaller<`LowLevelTasks::FScheduler::CreateWorker'::`2'::<lambda_1>,void __cdecl(void)>::Call() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Public\Templates\Function.h:480]
UnrealEditor_Core!FThreadImpl::Run() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Private\HAL\Thread.cpp:69]
UnrealEditor_Core!FRunnableThreadWin::Run() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Private\Windows\WindowsRunnableThread.cpp:149]

Hi, I have the same warnin and crahes in Unreal 5.3.1. But there is actually a DefaultEngine.ini file already in the folder. Any help would be greatly appreciated. Thank you.

Seems a few posts have been deleted from this thread that contained the original answer. The creation of the file was to allow you to change the UDP port.

The answer has also been posted in this other thread, put that content into the DefaultEngine.ini file in your Documents folder and see if that helps:

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still a bug i guess ??

1 Like

Iā€™m having this error but itā€™s happening in UEFN any solutions? I already tried the solution in this post but it did not workā€¦
this is the exact crash error Iā€™m facing:

LoginId:278e729d4bdc0c8b9c833cabb6d53d67
EpicAccountId:5e91f95f382a4b1f8f2f468e28aed48a

Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x0000000000000000

UnrealEditorFortnite_Win64_Shipping
UnrealEditorFortnite_Win64_Shipping
UnrealEditorFortnite_Win64_Shipping
UnrealEditorFortnite_Win64_Shipping
UnrealEditorFortnite_Win64_Shipping
UnrealEditorFortnite_Win64_Shipping
UnrealEditorFortnite_Win64_Shipping
UnrealEditorFortnite_Win64_Shipping
UnrealEditorFortnite_Win64_Shipping
UnrealEditorFortnite_Win64_Shipping
UnrealEditorFortnite_Win64_Shipping
UnrealEditorFortnite_Win64_Shipping
UnrealEditorFortnite_Win64_Shipping
UnrealEditorFortnite_Win64_Shipping
UnrealEditorFortnite_Win64_Shipping
kernel32
ntdll

2 Likes

ME TOO
LoginId:37d1baf44d24085bfd77bfacf718b4d4
EpicAccountId:572f4d486810473898e2387fa6311948

Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x0000000000000010

UnrealEditor_Core
UnrealEditor_RenderCore
UnrealEditor_RenderCore
UnrealEditor_RenderCore
UnrealEditor_Renderer
UnrealEditor_Renderer
UnrealEditor_Renderer
UnrealEditor_Renderer
UnrealEditor_Core
UnrealEditor_Core
UnrealEditor_RenderCore
UnrealEditor_RenderCore
UnrealEditor_Core
UnrealEditor_Core
kernel32
ntdll

1 Like

I had this error happen to me twice now. Both times it happened radomly while editing a physics asset, specifically when failing to add a capsule to a bone and then saving the physic asset. Both times the fix was simply to delete this specific physic asset. In my case it wasnā€™t much of a loss, but that could be annoying, of course.

Heres my code. Any fixes?

Unhandled Exception: EXCEPTION_ACCESS_VIOLATION writing address 0x0000000000000000

gdi32
gdi32
comdlg32
comdlg32
user32
user32
user32
user32
user32
user32
ntdll
win32u
user32
user32
comctl32
comctl32
comctl32
comctl32
comctl32
comctl32
user32
user32
user32
ntdll
win32u
comdlg32
comdlg32
comdlg32
comdlg32
comdlg32
comdlg32
user32
user32
user32
user32
user32
user32
ntdll
win32u
user32
user32
user32
user32
user32
comdlg32
comdlg32
UnrealEditor_DesktopPlatform!FDesktopPlatformWindows::OpenDirectoryDialog() [D:\build++UE5\Sync\Engine\Source\Developer\DesktopPlatform\Private\Windows\DesktopPlatformWindows.cpp:79]
UnrealEditor_TurnkeySupport!FTurnkeySupportCallbacks::CookOrPackage() [D:\build++UE5\Sync\Engine\Source\Editor\TurnkeySupport\Private\TurnkeySupportModule.cpp:412]
UnrealEditor_TurnkeySupport!TBaseStaticDelegateInstance<void __cdecl(void),FDefaultDelegateUserPolicy,FName,EPrepareContentMode>::ExecuteIfSafe() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Delegates\DelegateInstancesImpl.h:777]
UnrealEditor_Slate!FUIAction::Execute() [D:\build++UE5\Sync\Engine\Source\Runtime\Slate\Public\Framework\Commands\UIAction.h:139]
UnrealEditor_Slate!SMenuEntryBlock::OnClicked() [D:\build++UE5\Sync\Engine\Source\Runtime\Slate\Private\Framework\MultiBox\SMenuEntryBlock.cpp:1167]
UnrealEditor_Slate!SMenuEntryBlock::OnMenuItemButtonClicked() [D:\build++UE5\Sync\Engine\Source\Runtime\Slate\Private\Framework\MultiBox\SMenuEntryBlock.cpp:1118]
UnrealEditor_Slate!V::TBaseSPMethodDelegateInstance::Execute() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Delegates\DelegateInstancesImpl.h:281]
UnrealEditor_Slate!SButton::ExecuteOnClick() [D:\build++UE5\Sync\Engine\Source\Runtime\Slate\Private\Widgets\Input\SButton.cpp:465]
UnrealEditor_Slate!SButton::OnMouseButtonUp() [D:\build++UE5\Sync\Engine\Source\Runtime\Slate\Private\Widgets\Input\SButton.cpp:390]
UnrealEditor_Slate!SMenuEntryButton::OnMouseButtonUp() [D:\build++UE5\Sync\Engine\Source\Runtime\Slate\Private\Framework\MultiBox\SMenuEntryBlock.cpp:434]
UnrealEditor_Slate!TArray<TSharedRef<SWindow,1>,TSizedDefaultAllocator<32> >::RemoveAll<TArray<TSharedRef<SWindow,1>,TSizedDefaultAllocator<32> >::Remove'::2ā€™::<lambda_1> >() [D:\build++UE5\Sync\Engine\Source\Runtime\Slate\Private\Framework\Application\SlateApplication.cpp:442]
UnrealEditor_Slate!FSlateApplication::RoutePointerUpEvent() [D:\build++UE5\Sync\Engine\Source\Runtime\Slate\Private\Framework\Application\SlateApplication.cpp:5279]
UnrealEditor_Slate!FSlateApplication::ProcessMouseButtonUpEvent() [D:\build++UE5\Sync\Engine\Source\Runtime\Slate\Private\Framework\Application\SlateApplication.cpp:5857]
UnrealEditor_Slate!FSlateApplication::OnMouseUp() [D:\build++UE5\Sync\Engine\Source\Runtime\Slate\Private\Framework\Application\SlateApplication.cpp:5813]
UnrealEditor_ApplicationCore!FWindowsApplication::ProcessDeferredMessage() [D:\build++UE5\Sync\Engine\Source\Runtime\ApplicationCore\Private\Windows\WindowsApplication.cpp:2243]
UnrealEditor_ApplicationCore!FWindowsApplication::DeferMessage() [D:\build++UE5\Sync\Engine\Source\Runtime\ApplicationCore\Private\Windows\WindowsApplication.cpp:2750]
UnrealEditor_ApplicationCore!FWindowsApplication::ProcessMessage() [D:\build++UE5\Sync\Engine\Source\Runtime\ApplicationCore\Private\Windows\WindowsApplication.cpp:1919]
UnrealEditor_ApplicationCore!FWindowsApplication::AppWndProc() [D:\build++UE5\Sync\Engine\Source\Runtime\ApplicationCore\Private\Windows\WindowsApplication.cpp:929]
user32
user32
UnrealEditor_ApplicationCore!FWindowsPlatformApplicationMisc::PumpMessages() [D:\build++UE5\Sync\Engine\Source\Runtime\ApplicationCore\Private\Windows\WindowsPlatformApplicationMisc.cpp:145]
UnrealEditor!FEngineLoop::Tick() [D:\build++UE5\Sync\Engine\Source\Runtime\Launch\Private\LaunchEngineLoop.cpp:5839]
UnrealEditor!GuardedMain() [D:\build++UE5\Sync\Engine\Source\Runtime\Launch\Private\Launch.cpp:180]
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

Just in case someone else got here in 2024 as myself.
I got this error after trying to
GEngine->AddOnScreenDebugMessage(-1, 8.f, FColor::Red, TEXT(ā€œMessageā€));
Without adding GEngine library.

Which led me to conclude that some functionalities are recognised by the compiler because i had been able to compile this, but are not handled by UE itself.
Add the library or use some other functions :slight_smile:

Im having this problem right now. Same thing

After upgrading to a new machine i9-14900KF 24 core, rtx 4090 24gb. unreal (any version of 5 upto 5.4.2) where either extremely unstable with random crashes. also opening projects would crash before load.

there is a problem with unreal and the latest gen processors and it appears to be memory leaks due to the access violation.

Solution!

For intel i9 download Intel(R) Extreme Tuning Utility, change the performance core ratio from 57x (was my default) to 53x, apply and run unreal. it should now work.

This is just a hack untill hopefully unreal engine patches this problem.

NOTE: you need to change this everytime you reboot as it resets to its default.

Let me know if it works for you?

1 Like

Thank you so much for this! I upgraded my machine to similar specs and have been encountering problem after problem with UE. Since changing the performance core ratio down to 53x, I am now able to open projects I have been completely unable to open before.

Thank you!

You are very welcome, I was pulling my hair out, then I read a post about unreal and latest gen processors and the conflict between them so I experimented, so I believe that lowering it the engine can cope with the datat through put, but iā€™m no engineer.

Anyway really glad I could help.

Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x00007fff80002840
i have this error after launchin the engine it says about the graphic drived installed eventhough i install the lastest version of the drive it still crashes

If you have an i9 intel chip you need to do this. its not the drivers if an i9.

Solution!

For intel i9 download Intel(R) Extreme Tuning Utility, change the performance core ratio from 57x (was my default) to 53x, apply and run unreal. it should now work.

This is just a hack untill hopefully unreal engine patches this problem.

NOTE: you need to change this everytime you reboot as it resets to its default.

1 Like

I also just had this issue today, but luckily managed to fix it quite quickly.
My issue was giving me the same error, but I had only been toying around with local height fogs. Removing them before the level crashed saved me :+1:

This is the solution!! Thanks a lot

Update the BIOS and all drivers for the motherboard.