Unhandled Exception:

how to resolve the following erros.
thanks.


LoginId:
EpicAccountId:

Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x0000000000000088

UnrealEditor_SIOJson
UnrealEditor_CoreUObject!UFunction::Invoke() [D:\build++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\Class.cpp:5912]
UnrealEditor_CoreUObject!UObject::CallFunction() [D:\build++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\ScriptCore.cpp:1012]
UnrealEditor_CoreUObject!UObject::ProcessContextOpcode() [D:\build++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\ScriptCore.cpp:2871]
UnrealEditor_CoreUObject!UObject::execLetObj() [D:\build++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\ScriptCore.cpp:2692]
UnrealEditor_CoreUObject!ProcessLocalScriptFunction() [D:\build++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\ScriptCore.cpp:1082]
UnrealEditor_CoreUObject!ProcessScriptFunction<void (__cdecl*)(UObject *,FFrame &,void *)>() [D:\build++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\ScriptCore.cpp:912]
UnrealEditor_CoreUObject!ProcessLocalFunction() [D:\build++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\ScriptCore.cpp:1143]
UnrealEditor_CoreUObject!ProcessLocalScriptFunction() [D:\build++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\ScriptCore.cpp:1082]
UnrealEditor_CoreUObject!UObject::ProcessInternal() [D:\build++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\ScriptCore.cpp:1170]
UnrealEditor_CoreUObject!UFunction::Invoke() [D:\build++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\Class.cpp:5912]
UnrealEditor_CoreUObject!UObject::ProcessEvent() [D:\build++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\ScriptCore.cpp:2003]
UnrealEditor_Engine!AActor::ProcessEvent() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\Actor.cpp:1030]
UnrealEditor_MachineLearningRemote
UnrealEditor_MachineLearningRemote
UnrealEditor_SocketIOClient
UnrealEditor_CoreUtility
UnrealEditor_Core!FNamedTaskThread::ProcessTasksNamedThread() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\TaskGraph.cpp:753]
UnrealEditor_Core!FNamedTaskThread::ProcessTasksUntilQuit() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\TaskGraph.cpp:642]
UnrealEditor_Core!FTaskGraphCompatibilityImplementation::WaitUntilTasksComplete() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\TaskGraph.cpp:2169]
UnrealEditor_Engine!FTickTaskSequencer::ReleaseTickGroup() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\TickTaskManager.cpp:565]
UnrealEditor_Engine!FTickTaskManager::RunTickGroup() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\TickTaskManager.cpp:1592]
UnrealEditor_Engine!UWorld::RunTickGroup() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\LevelTick.cpp:790]
UnrealEditor_Engine!UWorld::Tick() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\LevelTick.cpp:1531]
UnrealEditor_UnrealEd!UEditorEngine::Tick() [D:\build++UE5\Sync\Engine\Source\Editor\UnrealEd\Private\EditorEngine.cpp:1568]
UnrealEditor_UnrealEd!UUnrealEdEngine::Tick() [D:\build++UE5\Sync\Engine\Source\Editor\UnrealEd\Private\UnrealEdEngine.cpp:474]
UnrealEditor!FEngineLoop::Tick() [D:\build++UE5\Sync\Engine\Source\Runtime\Launch\Private\LaunchEngineLoop.cpp:5215]
UnrealEditor!GuardedMain() [D:\build++UE5\Sync\Engine\Source\Runtime\Launch\Private\Launch.cpp:183]
UnrealEditor!GuardedMainWrapper() [D:\build++UE5\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:147]
UnrealEditor!LaunchWindowsStartup() [D:\build++UE5\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:283]
UnrealEditor!WinMain() [D:\build++UE5\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:330]
UnrealEditor!__scrt_common_main_seh() [d:\a01_work\6\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl:288]
kernel32
ntdll

For my part I got this crash code when rendering out with MRQ - it was that some Blueprint Actors that were referencing something that would spawn during regular gameplay, but not when render out an animation. Regular sequence renderer seems to just accept the null value that this generated, but MRQ crashes the entire engine :frowning: