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:

1 Like

still a bug i guess ??

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

1 Like

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.