Unhandled Exception: EXCEPTION_ACCESS_VIOLATION

Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0xffffffffffffffff error keeps popping up - I updated BIOs, I graphics driver, set graphic settings to default, uninstalled & reinstalled both FN & UEFN. Anybody know how to solve this?

This is bad, maybe try to look up the logs, I think they’re in AppData/Local/FortniteGame/Logs

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@AceBabyyy Thank you for your report! Can you please re-post using the “New Issue” option on the Issues and Bug Reporting forums ? Posts with this feature are connected directly into our development team so we can quickly get to them!For more information, such as how to get the reference ID, please check out the article here: https://create.fortnite.com/news/using-the-creative-and-uefn-bug-reporting-form

I’ve looked at the logs but don’t have any idea of what I’m actually looking for.

can I report while any map is open or the specific one? I am unable to get into the map to do anything.

Find what happened the second it crashed, or just before, time is UTC.

But also, those kind of crashes at start can come from bad Verse, maybe comment some of it?

With the new Asset.digest.verse file, you can have errors too if there’s a referenced asset that you moved/renamed without building Verse again.
Because when you open the project, it will Build Verse eventhough you didn’t before closing it, just a clue :person_shrugging:

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Alot of people have given advice about verse code being the culprit but I’ve been too scared of verse to even attempt to use it.

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Hello, today I encounter the same problem but I was able to recover my project by rolling back my verse code. I hope my case can give you guys some hint to investigate:

Here is the verse code that crash project:

round_controller := class(creative_device):
    @editable
    var RoundList:[]custom_round = array{}
    var CurrentRound : custom_round = custom_round{}

    OnBegin<override>()<suspends>:void=
          
         EliminationManagerDevice.EliminationEvent.Subscribe(OnEnemyKilled)
          for ( EachRound : RoundList):
              EachRound.LinkToMainDevice(Self)
              set CurrentRound = EachRound
              EachRound.Start()

    OnEnemyKilled(Agent : ?agent) : void = 
            CurrentRound.OnEnemyKilled(Agent)

My problem happened because of the set CurrentRound = EachRound, after I used another way to access it from the list, the issue disappeared.

Hope this help.