Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x0000000000000038

Hello ,
I have a level (which has some steaming level as child of it ), I had been succefull to build map, geometry and light etc. before but i dont know when it went wrong but i can build the map anymore. and i have an report like this ;
I searched how i can find the file but i couldnt find. What do you think? How can i find the 0x000000000038 ? what is it and where is it. PLease help me thank you

Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x0000000000000038

UE4Editor_Engine!ABrush::CheckForErrors() [D:\Build++UE4\Sync\Engine\Source\Runtime\Engine\Private\ErrorChecking.cpp:134]
UE4Editor_Engine!AVolume::CheckForErrors() [D:\Build++UE4\Sync\Engine\Source\Runtime\Engine\Private\ErrorChecking.cpp:194]
UE4Editor_UnrealEd!UEditorEngine::Map_Check() [D:\Build++UE4\Sync\Engine\Source\Editor\UnrealEd\Private\EditorServer.cpp:4002]
UE4Editor_UnrealEd!UEditorEngine::HandleMapCommand() [D:\Build++UE4\Sync\Engine\Source\Editor\UnrealEd\Private\EditorServer.cpp:6197]
UE4Editor_UnrealEd!UEditorEngine::Exec() [D:\Build++UE4\Sync\Engine\Source\Editor\UnrealEd\Private\EditorServer.cpp:5705]
UE4Editor_UnrealEd!UUnrealEdEngine::Exec() [D:\Build++UE4\Sync\Engine\Source\Editor\UnrealEd\Private\UnrealEdSrv.cpp:697]
UE4Editor_UnrealEd!FEditorBuildUtils::EditorBuild() [D:\Build++UE4\Sync\Engine\Source\Editor\UnrealEd\Private\EditorBuildUtils.cpp:467]
UE4Editor_LevelEditor!FLevelEditorActionCallbacks::BuildGeometryOnly_OnlyCurrentLevel_Execute() [D:\Build++UE4\Sync\Engine\Source\Editor\LevelEditor\Private\LevelEditorActions.cpp:767]
UE4Editor_LevelEditor!TBaseStaticDelegateInstance<void __cdecl(void),FDefaultDelegateUserPolicy>::ExecuteIfSafe() [D:\Build++UE4\Sync\Engine\Source\Runtime\Core\Public\Delegates\DelegateInstancesImpl.h:731]
UE4Editor_Slate!FUICommandList::ExecuteAction() [D:\Build++UE4\Sync\Engine\Source\Runtime\Slate\Private\Framework\Commands\UICommandList.cpp:102]
UE4Editor_Slate!SMenuEntryBlock::OnClicked() [D:\Build++UE4\Sync\Engine\Source\Runtime\Slate\Private\Framework\MultiBox\SMenuEntryBlock.cpp:1058]
UE4Editor_Slate!SMenuEntryBlock::OnMenuItemButtonClicked() [D:\Build++UE4\Sync\Engine\Source\Runtime\Slate\Private\Framework\MultiBox\SMenuEntryBlock.cpp:1018]
UE4Editor_Slate!TBaseSPMethodDelegateInstance<0,SMenuEntryBlock,0,FReply __cdecl(void),FDefaultDelegateUserPolicy>::Execute() [D:\Build++UE4\Sync\Engine\Source\Runtime\Core\Public\Delegates\DelegateInstancesImpl.h:290]
UE4Editor_Slate!SButton::ExecuteOnClick() [D:\Build++UE4\Sync\Engine\Source\Runtime\Slate\Private\Widgets\Input\SButton.cpp:385]
UE4Editor_Slate!SButton::OnMouseButtonUp() [D:\Build++UE4\Sync\Engine\Source\Runtime\Slate\Private\Widgets\Input\SButton.cpp:304]
UE4Editor_Slate!SMenuEntryButton::OnMouseButtonUp() [D:\Build++UE4\Sync\Engine\Source\Runtime\Slate\Private\Framework\MultiBox\SMenuEntryBlock.cpp:386]
UE4Editor_Slate!FEventRouter::Route<FReply,FEventRouter::FToLeafmostPolicy,FPointerEvent,<lambda_cc5aea9e7377b04ce85c30c65ec3889b> >() [D:\Build++UE4\Sync\Engine\Source\Runtime\Slate\Private\Framework\Application\SlateApplication.cpp:378]
UE4Editor_Slate!FSlateApplication::RoutePointerUpEvent() [D:\Build++UE4\Sync\Engine\Source\Runtime\Slate\Private\Framework\Application\SlateApplication.cpp:4815]
UE4Editor_Slate!FSlateApplication::ProcessMouseButtonUpEvent() [D:\Build++UE4\Sync\Engine\Source\Runtime\Slate\Private\Framework\Application\SlateApplication.cpp:5356]
UE4Editor_Slate!FSlateApplication::OnMouseUp() [D:\Build++UE4\Sync\Engine\Source\Runtime\Slate\Private\Framework\Application\SlateApplication.cpp:5321]
UE4Editor_ApplicationCore!FWindowsApplication::ProcessDeferredMessage() [D:\Build++UE4\Sync\Engine\Source\Runtime\ApplicationCore\Private\Windows\WindowsApplication.cpp:2178]
UE4Editor_ApplicationCore!FWindowsApplication::DeferMessage() [D:\Build++UE4\Sync\Engine\Source\Runtime\ApplicationCore\Private\Windows\WindowsApplication.cpp:2642]
UE4Editor_ApplicationCore!FWindowsApplication::ProcessMessage() [D:\Build++UE4\Sync\Engine\Source\Runtime\ApplicationCore\Private\Windows\WindowsApplication.cpp:1046]
UE4Editor_ApplicationCore!FWindowsApplication::AppWndProc() [D:\Build++UE4\Sync\Engine\Source\Runtime\ApplicationCore\Private\Windows\WindowsApplication.cpp:878]
user32
user32
UE4Editor_ApplicationCore!FWindowsPlatformApplicationMisc::PumpMessages() [D:\Build++UE4\Sync\Engine\Source\Runtime\ApplicationCore\Private\Windows\WindowsPlatformApplicationMisc.cpp:130]
UE4Editor!FEngineLoop::Tick() [D:\Build++UE4\Sync\Engine\Source\Runtime\Launch\Private\LaunchEngineLoop.cpp:4748]
UE4Editor!GuardedMain() [D:\Build++UE4\Sync\Engine\Source\Runtime\Launch\Private\Launch.cpp:169]
UE4Editor!GuardedMainWrapper() [D:\Build++UE4\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:137]
UE4Editor!WinMain() [D:\Build++UE4\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:268]
UE4Editor!__scrt_common_main_seh() [d:\agent_work\5\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl:288]
kernel32
ntdll

Hi, I also have this problem, after I tried to rebuild, and the content folder was not complete for some reason, dunno exactly how.

I solved this by runing the Update.bat from the CARLA root folder and download the specific assets of CARLA and then extract it to the Content folder again. After that I could launch the Engine.
Please read the guide for Windows build

My case for Carla:

Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x0000000000000038

UE4Editor_Carla!ULoadAssetMaterialsCommandlet::ULoadAssetMaterialsCommandlet() …

For those seeing this in the future, I was getting "unhandled exception: exception_access_violation reading address “0x0000000000000038” when I would do a map check. The engine would instantly crash.

I found the issue was that I had my postprocessingvolume as a blueprint so I could easily have it updated across multiple levels. Deleting it fixed the error. Not sure why.

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