I’m experiencing a persistent crash with my Unity PC build, and I’m having trouble pinpointing the exact cause. The crash occurs shortly after the application starts.
which includes a partial stack trace. It appears the crash is happening within a native plugin, specifically GfxPluginNativeRender-x64.dll, during a call to EOS_GetPlatformInterface.
0x00007FFBE11C74FE (GfxPluginNativeRender-x64) (function-name not available)
0x00007FFBE11D747A (GfxPluginNativeRender-x64) EOS_GetPlatformInterface
0x00007FFBE11CE6A9 (GfxPluginNativeRender-x64) UnityPluginLoad
0x00007FFBB2F0EE23 (UnityPlayer) RegisterPlugin
0x00007FFBB2F0C1F2 (UnityPlayer) FindAndLoadUnityPlugin
0x00007FFBB2F0E1F6 (UnityPlayer) PluginsInitializePreloadedPlugins
0x00007FFBB4305C23 (UnityPlayer) BuildSettings::BuildSettings'::
2’::initializedPreloadedPluginsRegistrator::Forward
0x00007FFBB29A98E7 (UnityPlayer) CallbackArray::Invoke
0x00007FFBB2F35F29 (UnityPlayer) PlayerInitEngineNoGraphics
0x00007FFBB34EA371 (UnityPlayer) UnityMainImpl
0x00007FFBB34EBA7B (UnityPlayer) UnityMain
0x00007FF65A9811F2 (Celestigma) __scrt_common_main_seh
0x00007FFCEE52E8D7 (KERNEL32) BaseThreadInitThunk
0x00007FFCEFF1C34C (ntdll) RtlUserThreadStart
Based on my analysis, the crash seems to be related to an “Invalid address access,” and the stack trace shows a sequence of calls from my native graphics plugin to the Epic Online Services (EOS) SDK.
My main hypothesis is a timing issue where the GfxPluginNativeRender-x64.dll is attempting to call a function (EOS_GetPlatformInterface) from EOSSDK-Win64-Shipping.dll before the EOS SDK has been properly initialized.
What I’ve already checked:
I’ve confirmed that both GfxPluginNativeRender-x64.dll and EOSSDK-Win64-Shipping.dll are being successfully loaded into memory (as indicated by the log’s result: 0).
Any insights or suggestions would be greatly appreciated. Thank you!