# Unreal Engine Crashing ,error: 0xffffffffffffffff

**URL:** <https://forums.unrealengine.com/t/unreal-engine-crashing-error-0xffffffffffffffff/721893>\
**Category:** Blueprint\
**Tags:** crash-editor, unreal-engine, crash, bug-report, CPP, question, troubleshooting\
**Created:** [December 5, 2022, 2:54pm UTC](https://forums.unrealengine.com/t/unreal-engine-crashing-error-0xffffffffffffffff/721893 "2022-12-05T14:54:49Z")\
**Posts on this page:** 15\
**Page:** 1

<div class="post-metadata">

**Author:** ![Divyanshu](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/divyanshu/32/495647_2.png) [@Divyanshu](https://forums.unrealengine.com/u/Divyanshu)\
**Post date:** [December 5, 2022, 2:54pm UTC](https://forums.unrealengine.com/t/unreal-engine-crashing-error-0xffffffffffffffff/721893/1 "2022-12-05T14:54:49Z")

</div>

Hey, I was running my game when my game crashed, this is the error-

LoginId:a8fe8e6941b8bdcdd0a4aeb3e6d85804  
EpicAccountId:d09d84c33d8c4c7aa27d92101623ada9

Unhandled Exception: EXCEPTION\_ACCESS\_VIOLATION reading address 0xffffffffffffffff

UnrealEditor\_FirstCppGame\_1662!ACPP\_PlayerCharacter::CheckInteract() [C:\Users\Divya\OneDrive\Documents\Unreal Projects\TheEvilMannequin\Source\FirstCppGame\CPP\_PlayerCharacter.cpp:468]  
UnrealEditor\_FirstCppGame\_1662!TBaseUObjectMethodDelegateInstance\<0,ACPP\_PlayerCharacter,void \_\_cdecl(void),FDefaultDelegateUserPolicy\>::Execute() [D:\EpicGames\UE\_5.0\Engine\Source\Runtime\Core\Public\Delegates\DelegateInstancesImpl.h:594]  
UnrealEditor\_Engine  
UnrealEditor\_Engine  
UnrealEditor\_Engine  
UnrealEditor\_UnrealEd  
UnrealEditor\_UnrealEd  
UnrealEditor  
UnrealEditor  
UnrealEditor  
UnrealEditor  
UnrealEditor  
UnrealEditor  
kernel32  
ntdll

This is the code the problem is associated with-

```auto
// Fill out your copyright notice in the Description page of Project Settings.

#include "CPP_PlayerCharacter.h"
#include "Camera/CameraComponent.h"
#include "Kismet/GameplayStatics.h"
#include "Engine/EngineBaseTypes.h"
#include "Components/CapsuleComponent.h"
#include "GameFramework/CharacterMovementComponent.h"
#include "GameFramework/GameUserSettings.h"
#include "GameFramework/PlayerController.h"
#include "Components/SpotLightComponent.h"
#include "Components/PointLightComponent.h"
#include "Components/AudioComponent.h"
#include "GameFramework/Actor.h"
#include "CPP_Door.h"
#include "Hammer.h"
#include "Wire.h"
#include "PowerBoard.h"
#include "RoomKey.h"
#include "LiftButton.h"
#include "Cupboard0.h"
#include "Lift.h"
#include "LeverHolder.h"
#include "Lever.h"
#include "HealthIncreaser.h"
#include "Components/SkeletalMeshComponent.h"
#include "Components/SceneComponent.h"
#include "Math/Vector2D.h"
#include "Engine/World.h"
#include "InputCoreTypes.h"
#include <iostream>
using namespace std;
// Sets default values
ACPP_PlayerCharacter::ACPP_PlayerCharacter()
{
	// Set this character to call Tick() every frame. You can turn this off to improve performance if you don't need it.
	PrimaryActorTick.bCanEverTick = true;
	FPPCamera = CreateDefaultSubobject<UCameraComponent>("FPPCamera");
	FPPCamera->SetupAttachment(RootComponent);
	Torch = CreateDefaultSubobject<USpotLightComponent>("Torch");
	Torch->SetupAttachment(FPPCamera);
	TorchSwich = CreateDefaultSubobject<UAudioComponent>("TorchClickSound");
	TorchSwich->SetupAttachment(Torch);
	HandMesh = CreateDefaultSubobject<USkeletalMeshComponent>("Hand");
	HandMesh->SetupAttachment(FPPCamera);
	ItemHoldLocation = CreateDefaultSubobject<USceneComponent>("ItemHoldLocation");
	ItemHoldLocation->SetupAttachment(HandMesh);
	PlayerSeeLight = CreateDefaultSubobject<UPointLightComponent>("PointLight");
	PlayerSeeLight->SetupAttachment(RootComponent);
}
// Called when the game starts or when spawned
void ACPP_PlayerCharacter::BeginPlay()
{
	Super::BeginPlay();
	IsDoorInteracted = false;
	CameraTouchYaw = 5;
	CameraTouchPitch = 5;
	IsHoldingRoomKey = false;
	isTouch1 = true;
	subtitle = "I have to defeat her.";
	ItemName = "";
	auto ActivePlayerCameraManager = UGameplayStatics::GetPlayerCameraManager(this, 0);
	ActivePlayerCameraManager->ViewPitchMax = 75;
	ActivePlayerCameraManager->ViewPitchMin = -75;
	DidOnce = false;
	DidOnce2 = false;
	TorchInteracted = false;
	Torch->SetIntensity(70000);
	PlayerSeeLight->SetIntensity(5000);
	PlayerMovementSpeed = 100;
	IsCrouching = false;
	ACPP_PlayerCharacter::MovementComponent = Cast<UCharacterMovementComponent>(GetMovementComponent());
	ACPP_PlayerCharacter::MovementComponent->JumpZVelocity = 400.f;
	TorchOpen = true;
	PlayerStamina = 1.f;
	Interact = false;
	LineTraceSuccessful = false;
	int x = 0;
	HandMesh->SetVisibility(false);
	CheckTouchCrouch = false;
	CheckTouchJump = false;
	HoldingLever = false;
	Range = 400.f;
}

// Called every frame
void ACPP_PlayerCharacter::Tick(float DeltaTime)
{
	Super::Tick(DeltaTime);
	if (IsHoldingHammer)
	{
		Hammer->SetActorLocation(ItemHoldLocation->GetComponentLocation());
		Hammer->SetActorRotation(ItemHoldLocation->GetComponentRotation());
	}
	if(TorchInteracted)
	{
		OnTorch();
	}
	TorchInteracted = false;
	if(CheckTouchCrouch)
	{
		PlayerCrouch();
	}
	CheckTouchCrouch = false;
	if(CheckTouchJump)
	{
		CheckJump();
	}
	CheckTouchJump = false;
	if (CollectedWires >= 9)
	{
		//subtitle = "I have collected now I have to install them in the right place.";
	}
	if (!IsTouched)
	{
		DidOnce = false;
	}
	if (IsDoorInteracted)
	{
		Doorr->IsInteracting = Interact;
	}
	if (CanDrop)
	{
		if (IsHoldingHammer)
		{
			Hammer->SimulatePhysics(true);
			IsHoldingHammer = false;
		}
		if (IsHoldingRoomKey)
		{
			RoomKey->SimulatePhysics(true);
			IsHoldingRoomKey = false;
		}
		if (IsHoldingLever)
		{
			Lever->SetActorScale3D(FVector(1, 1, 1));
			Lever->SimulatePhysics(true);
			IsHoldingLever = false;
		}
		CanDrop = false;
	}
	FTimerHandle TimerHandle;
	GetWorldTimerManager().SetTimer(TimerHandle, this, &ACPP_PlayerCharacter::CheckInteract, 0.1f, true, 0.0);
}

// Called to bind functionality to input
void ACPP_PlayerCharacter::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent)
{
	Super::SetupPlayerInputComponent(PlayerInputComponent);
	PlayerInputComponent->BindAxis(TEXT("VerticalMovement"), this, &ACPP_PlayerCharacter::MoveVertically);
	PlayerInputComponent->BindAxis(TEXT("HorizontalMovement"), this, &ACPP_PlayerCharacter::MoveHorizontally);
	PlayerInputComponent->BindAxis(TEXT("Turn"), this, &ACPP_PlayerCharacter::CameraTurn);
	PlayerInputComponent->BindAxis(TEXT("LookUp"), this, &ACPP_PlayerCharacter::CameraLookUp);
	PlayerInputComponent->BindAction(TEXT("Sprint"), IE_Pressed, this, &ACPP_PlayerCharacter::Sprint);
	PlayerInputComponent->BindAction(TEXT("Sprint"), IE_Released, this, &ACPP_PlayerCharacter::Walk);
	PlayerInputComponent->BindAction(TEXT("Crouch"), IE_Pressed, this, &ACPP_PlayerCharacter::PlayerCrouch);
	PlayerInputComponent->BindAction(TEXT("Jump"), IE_Pressed, this, &ACPP_PlayerCharacter::CheckJump);
	PlayerInputComponent->BindAction(TEXT("ToggleTorch"), IE_Pressed, this, &ACPP_PlayerCharacter::ToggleTorch);
	PlayerInputComponent->BindAction(TEXT("Interact"), IE_Pressed, this, &ACPP_PlayerCharacter::PressInteract);
	PlayerInputComponent->BindAction(TEXT("Interact"), IE_Released, this, &ACPP_PlayerCharacter::ReleaseInteract);
	PlayerInputComponent->BindAction(TEXT("Drop"), IE_Pressed, this, &ACPP_PlayerCharacter::OnDrop);
	PlayerInputComponent->BindTouch(IE_Released, this, &ACPP_PlayerCharacter::OnTouchEnd);
}

void ACPP_PlayerCharacter::CheckInteract()
{
	FVector HitEnd = FPPCamera->GetComponentLocation() + FPPCamera->GetForwardVector() * Range;
	GetWorld()->LineTraceSingleByChannel(Hit, FPPCamera->GetComponentLocation(), HitEnd, ECC_Visibility);
	if (Hit.GetActor())
	{
		if (Hit.GetActor()->GetClass()->IsChildOf(ACPP_Door::StaticClass()) == true)
		{
			RaycastHittingTheDoor = true;
			IsDoorInteracted = true;
			Doorr = Cast<ACPP_Door>(Hit.GetActor());
			LineTraceSuccessful = true;
			ItemName = "Door";
			Doorr->IsInteracting = Interact;
			if (Interact)
			{
				if (Doorr->bOpen == true)
				{
					Doorr->bCanOpen = true;
					Doorr->OpenOrClose = false;
				}
				else if (Doorr->bOpen == false)
				{
					Doorr->bCanOpen = true;
					Doorr->OpenOrClose = true;
				}
			}
		}
		else if (Hit.GetActor()->GetClass()->IsChildOf(AHealthIncreaser::StaticClass()))
		{
			Food = Cast<AHealthIncreaser>(Hit.GetActor());
			Cast<UPrimitiveComponent>(Food->Mesh)->SetRenderCustomDepth(true);
			LineTraceSuccessful = true;
			ItemName = "Food";
			if (Interact)
			{
				Food->IncreaseStaminaOnRaycast(Food, this);
			}
		}
		else if (Hit.GetActor()->GetClass()->IsChildOf(AHammer::StaticClass()))
		{
			Hammer = Cast<AHammer>(Hit.GetActor());
			Cast<UPrimitiveComponent>(Hammer->Mesh)->SetRenderCustomDepth(true);
			LineTraceSuccessful = true;
			ItemName = "Item";
			if (Interact)
			{
				if (IsHoldingRoomKey)
				{
					RoomKey->SimulatePhysics(true);
					IsHoldingRoomKey = false;
				}
				else if (IsHoldingLever)
				{
					Lever->SimulatePhysics(true);
					IsHoldingLever = false;
				}
				Hammer->SetActorLocation(ItemHoldLocation->GetComponentLocation());
				Hammer->SetActorRotation(ItemHoldLocation->GetComponentRotation());
				IsHoldingHammer = true;
				Hammer->SimulatePhysics(false);
				HandMesh->SetVisibility(false);
			}
		}
		else if (Hit.GetActor()->GetClass()->IsChildOf(AWire::StaticClass()))
		{
			Wire = Cast<AWire>(Hit.GetActor());
			LineTraceSuccessful = true;
			ItemName = "Wire";
			Cast<UPrimitiveComponent>(Wire->WireMesh)->SetRenderCustomDepth(true);
			if (Interact)
			{
				Wire->WireCollected(this);
			}
		}
		else if (Hit.GetActor()->GetClass()->IsChildOf(ALiftButton::StaticClass()))
		{
			LineTraceSuccessful = true;
			IsLiftButtonInteracted = true;
			ItemName = "LiftButton";
			if (Interact)
			{
				auto Button = Cast<ALiftButton>(Hit.GetActor());
				if (Button->bUpper)
				{
					LiftOpen = false;
				}
				else if(!Button->bUpper)
				{
					LiftOpen = true;
				}
			}
		}
		else if (Hit.GetActor()->GetClass()->IsChildOf(ARoomKey::StaticClass()))
		{
			RoomKey = Cast<ARoomKey>(Hit.GetActor());
			LineTraceSuccessful = true;
			ItemName = "RoomKey";
			Cast<UPrimitiveComponent>(RoomKey->KeyMesh)->SetRenderCustomDepth(true);
			if (Interact)
			{
				if (IsHoldingHammer)
				{
					Hammer->SimulatePhysics(true);
					IsHoldingHammer = false;
				}
				else if (IsHoldingLever)
				{
					Lever->SimulatePhysics(true);
					IsHoldingLever = false;
				}
				RoomKey->SetActorLocation(ItemHoldLocation->GetComponentLocation());
				RoomKey->SetActorRotation(FRotator(ItemHoldLocation->GetComponentRotation().Pitch, ItemHoldLocation->GetComponentRotation().Yaw, ItemHoldLocation->GetComponentRotation().Roll + 90));
				IsHoldingRoomKey = true;
				HandMesh->SetVisibility(false);
				RoomKey->SimulatePhysics(false);
			}

		}
		else if (Hit.GetActor()->GetClass()->IsChildOf(ACupboard0::StaticClass()))
		{
			auto Cupboard0 = Cast<ACupboard0>(Hit.GetActor());
			LineTraceSuccessful = true;
			ItemName = "Cupboard";
			if (Interact)
			{
				if (Cupboard0->bOpen == true)
				{
					Cupboard0->bCanOpen = true;
					Cupboard0->OpenOrClose = false;
				}
				else if (Doorr->bOpen == false)
				{
					Cupboard0->bCanOpen = true;
					Cupboard0->OpenOrClose = true;
				}
			}
        }
		else if (Hit.GetActor()->GetClass()->IsChildOf(APowerBoard::StaticClass()))
		{
			auto Board = Cast<APowerBoard>(Hit.GetActor());
			LineTraceSuccessful = true;
			if (Interact)
			{
				if (CollectedWires >= 9)
				{ 
					if (Holder)
					{
						if (Holder->LeverAttached && Holder->LeverEnabled)
						{
							Board->RevealWires(true);
						}
					}
				}
				else if (CollectedWires != 8)
				{
					subtitle = "I need more Wires..."; 
				}
				if (Holder == nullptr && CollectedWires == 8)
				{
					subtitle = "There is still something missing.";
				}
				else if(Holder != nullptr && !Holder->LeverAttached && !Holder->LeverEnabled && CollectedWires == 8)
				{
					subtitle = "There is still something missing.";
				}
				else if (Holder != nullptr && Holder->LeverAttached && !Holder->LeverEnabled && CollectedWires == 8)
				{
					subtitle = "I need to enable the lever.";
				}
			}
		}
		else if (Hit.GetActor()->GetClass()->IsChildOf(ALeverHolder::StaticClass()))
		{
			Holder = Cast<ALeverHolder>(Hit.GetActor());
			if (!Holder->LeverAttached && !Holder->LeverEnabled)
			{
				LineTraceSuccessful = true;
			}
			if (!Holder->LeverAttached)
			{
				Cast<UPrimitiveComponent>(Holder->Holder)->SetRenderCustomDepth(true);
			}
			else if (Holder->LeverAttached && Holder->LeverEnabled)
			{
				Cast<UPrimitiveComponent>(Holder->Holder)->SetRenderCustomDepth(false);
				Cast<UPrimitiveComponent>(Holder->LeverBody)->SetRenderCustomDepth(false);
				Cast<UPrimitiveComponent>(Holder->LeverHolder)->SetRenderCustomDepth(false);
			}
			else
			{
				Cast<UPrimitiveComponent>(Holder->LeverBody)->SetRenderCustomDepth(true);
				Cast<UPrimitiveComponent>(Holder->LeverHolder)->SetRenderCustomDepth(true);
			}
			if (Interact && IsHoldingLever)
			{
				Holder->RevealLever();
				Lever->Destroy();
				IsHoldingLever = false;
				Cast<UPrimitiveComponent>(Holder->Holder)->SetRenderCustomDepth(false);
				Cast<UPrimitiveComponent>(Holder->LeverBody)->SetRenderCustomDepth(true);
				Cast<UPrimitiveComponent>(Holder->LeverHolder)->SetRenderCustomDepth(true);
			}
			else if (Interact && Holder->LeverAttached)
			{
				Holder->EnableLever();
			}
		}
		else if (Hit.GetActor()->GetClass()->IsChildOf(ALever::StaticClass()))
		{
			Lever = Cast<ALever>(Hit.GetActor());
			LineTraceSuccessful = true;
			Cast<UPrimitiveComponent>(Lever->LeverHolder)->SetRenderCustomDepth(true);
			Cast<UPrimitiveComponent>(Lever->LeverBody)->SetRenderCustomDepth(true);
			if (Interact)
			{
				if (IsHoldingHammer)
				{
					Hammer->SimulatePhysics(true);
					IsHoldingHammer = false;
				}
				else if (IsHoldingRoomKey)
				{
					RoomKey->SimulatePhysics(true);
					IsHoldingRoomKey = false;
				}
				Lever->SetActorLocation(ItemHoldLocation->GetComponentLocation());
				Lever->SetActorRotation(FRotator(ItemHoldLocation->GetComponentRotation().Pitch, ItemHoldLocation->GetComponentRotation().Yaw, ItemHoldLocation->GetComponentRotation().Roll + -180));
				IsHoldingLever = true;
				Lever->SimulatePhysics(false);
				HandMesh->SetVisibility(false);
			}
		}
		else
		{
			LineTraceSuccessful = false;
			ItemName = "";
			RaycastHittingTheDoor = false;
			IsLiftButtonInteracted = false;
			if (Food)
			{
				Cast<UPrimitiveComponent>(Food->Mesh)->SetRenderCustomDepth(false);
			}
			if (Hammer)
			{
				Cast<UPrimitiveComponent>(Hammer->Mesh)->SetRenderCustomDepth(false);
			}
			if (RoomKey)
			{
				Cast<UPrimitiveComponent>(RoomKey->KeyMesh)->SetRenderCustomDepth(false);
			}
			if (Wire)
			{
				Cast<UPrimitiveComponent>(Wire->WireMesh)->SetRenderCustomDepth(false);
			}
			if (Holder)
			{
				Cast<UPrimitiveComponent>(Holder->Holder)->SetRenderCustomDepth(false);
				Cast<UPrimitiveComponent>(Holder->LeverBody)->SetRenderCustomDepth(false);
				Cast<UPrimitiveComponent>(Holder->LeverHolder)->SetRenderCustomDepth(false);
			}
			if (Lever)
			{
				Cast<UPrimitiveComponent>(Lever->LeverHolder)->SetRenderCustomDepth(false);
				Cast<UPrimitiveComponent>(Lever->LeverBody)->SetRenderCustomDepth(false);
			}
		}
	}
	else
	{
		LineTraceSuccessful = false;
		ItemName = "";
		RaycastHittingTheDoor = false;
		IsLiftButtonInteracted = false;
		if (Food)
		{
			Cast<UPrimitiveComponent>(Food->Mesh)->SetRenderCustomDepth(false);
		}
		if (Hammer)
		{
			Cast<UPrimitiveComponent>(Hammer->Mesh)->SetRenderCustomDepth(false);
		}
		if (RoomKey)
		{
			Cast<UPrimitiveComponent>(RoomKey->KeyMesh)->SetRenderCustomDepth(false);
		}
		if (Wire)
		{
			Cast<UPrimitiveComponent>(Wire->WireMesh)->SetRenderCustomDepth(false);
		}
		if (Holder)
		{
			Cast<UPrimitiveComponent>(Holder->Holder)->SetRenderCustomDepth(false);
			Cast<UPrimitiveComponent>(Holder->LeverBody)->SetRenderCustomDepth(false);
			Cast<UPrimitiveComponent>(Holder->LeverHolder)->SetRenderCustomDepth(false);
		}
		if (Lever)
		{
			Cast<UPrimitiveComponent>(Lever->LeverHolder)->SetRenderCustomDepth(false);
			Cast<UPrimitiveComponent>(Lever->LeverBody)->SetRenderCustomDepth(false);
		}
	}
}

void ACPP_PlayerCharacter::OnDrop()
{
	CanDrop = true;
}

void ACPP_PlayerCharacter::OnTouchEnd(ETouchIndex::Type TouchType, FVector TouchLocation)
{
	DidOnce = false;
}

void ACPP_PlayerCharacter::OnTouchBegin(ETouchIndex::Type TouchType, FVector TouchLocation)
{
	if (TouchType == ETouchIndex::Touch1)
	{
		isTouch1 = true;
	}
	else
	{
		isTouch1 = false;
	}
}

void ACPP_PlayerCharacter::GetTouch(float DeltaTime, ETouchIndex::Type TouchType)
{
	FVector2D TouchLocation;
	APlayerController* ActivePlayerController = GetController<APlayerController>();
	ActivePlayerController->GetInputTouchState(TouchType, TouchLocation.X, TouchLocation.Y, IsTouched);
	if (!DidOnce)
	{
		ActivePlayerController->GetInputTouchState(TouchType, PrevX, PrevY, IsTouched);
		DidOnce = true;
	}
	ActivePlayerController->GetInputTouchState(TouchType, X, Y, IsTouched);
	float FinalRotYaw = (X - PrevX) * DeltaTime * CameraTouchYaw;
	float FinalRotPitch = (Y - PrevY) * DeltaTime * CameraTouchPitch;
	AddControllerYawInput(FinalRotYaw);
	AddControllerPitchInput(FinalRotPitch);
	ActivePlayerController->GetInputTouchState(TouchType, PrevX, PrevY, IsTouched);
}

bool ACPP_PlayerCharacter::IsTouchMoved()
{
	APlayerController* ActivePlayerController = UGameplayStatics::GetPlayerController(this, 0);
	if (!DidOnce2)
	{
		ActivePlayerController->GetInputTouchState(ETouchIndex::Touch1, PrevTouchMoved.X, PrevTouchMoved.Y, TouchP);
		DidOnce2 = true;
	}
	ActivePlayerController->GetInputTouchState(ETouchIndex::Touch1, CurrTouchMoved.X, CurrTouchMoved.Y, TouchP);
	CurrTouchMoved.X = (int32)CurrTouchMoved.X;
	CurrTouchMoved.Y = (int32)CurrTouchMoved.Y;
	if (CurrTouchMoved != PrevTouchMoved)
	{
		TouchMoved = true;
	}
	else if (CurrTouchMoved == PrevTouchMoved)
	{
		TouchMoved = false;
	}
	ActivePlayerController->GetInputTouchState(ETouchIndex::Touch1, PrevTouchMoved.X, PrevTouchMoved.Y, TouchP);
	PrevTouchMoved.X = (int32)PrevTouchMoved.X;
	PrevTouchMoved.Y = (int32)PrevTouchMoved.Y;
	return TouchMoved;
	//Finally Done!!
}

void ACPP_PlayerCharacter::ReflexAction(FText Action)
{

}

void ACPP_PlayerCharacter::PressInteract()
{
	Interact = true;
}

void ACPP_PlayerCharacter::ReleaseInteract()
{
	Interact = false;
}

void ACPP_PlayerCharacter::ToggleTorch()
{
	TorchInteracted = true;
}

void ACPP_PlayerCharacter::OnTorch()
{
	if(TorchOpen == false)
	{
		if (TorchSwich)
		{
			TorchSwich->Play();
		}
		Torch->SetIntensity(70000);
		PlayerSeeLight->SetIntensity(5000);
		TorchOpen = true;
	}
	else
	{
		if (TorchSwich)
		{
			TorchSwich->Play();
		}
		Torch->SetIntensity(0);
		PlayerSeeLight->SetIntensity(3000);
		TorchOpen = false;
	}
}

void ACPP_PlayerCharacter::CheckJump()
{
	ACharacter::Jump();
}

void ACPP_PlayerCharacter::MoveVertically(float Value)
{
	if (Value)
	{
		AddMovementInput(GetActorForwardVector(), Value * UGameplayStatics::GetWorldDeltaSeconds(this) * PlayerMovementSpeed);
	}
}

void ACPP_PlayerCharacter::MoveHorizontally(float Value)
{
	if (Value)
	{
		AddMovementInput(GetActorRightVector(), Value * UGameplayStatics::GetWorldDeltaSeconds(this) * PlayerMovementSpeed);
	}
}

void ACPP_PlayerCharacter::Walk()
{
	if (!IsCrouching)
	{
		PlayerMovementSpeed = 100;
		ACPP_PlayerCharacter::MovementComponent->JumpZVelocity = 400;
	}
	else
	{
		return;
	}
}

void ACPP_PlayerCharacter::Sprint()
{
	if (!IsCrouching)
	{
		PlayerMovementSpeed = 200;
		ACPP_PlayerCharacter::MovementComponent->JumpZVelocity = 600;
	}
	else
	{
		return;
	}
}

void ACPP_PlayerCharacter::CameraTurn(float Value)
{
	if (Value)
	{
		float FinalRot = Value * PlayerCameraSensitivityYaw * UGameplayStatics::GetWorldDeltaSeconds(this);
		AddControllerYawInput(FinalRot);
	}
}

void ACPP_PlayerCharacter::CameraLookUp(float Value)
{
	if (Value)
	{
		float FinalRot = Value * -PlayerCameraSensitivityPitch * UGameplayStatics::GetWorldDeltaSeconds(this);
		AddControllerPitchInput(FinalRot);
	}
}

void ACPP_PlayerCharacter::PlayerCrouch()
{
	if (IsCrouching == false)
	{
		UCapsuleComponent* CapsuleComponentt = GetCapsuleComponent();
		CapsuleComponentt->SetCapsuleHalfHeight(100.f);
		FPPCamera->SetRelativeLocation(FVector(0.f, 0.f, 60.f));
		IsCrouching = true;
		PlayerMovementSpeed = 50;
		ACPP_PlayerCharacter::MovementComponent->JumpZVelocity = 0;
	}
	else
	{
		UCapsuleComponent* CapsuleComponentt = GetCapsuleComponent();
		CapsuleComponentt->SetCapsuleHalfHeight(140.f);
		FPPCamera->SetRelativeLocation(FVector(0.f, 0.f, 100.f));
		IsCrouching = false;
		PlayerMovementSpeed = 100;
		ACPP_PlayerCharacter::MovementComponent->JumpZVelocity = 400;
	}
}

```

This error occured when I spawned some actors from the gamemode in blueprints when the game starts.  
Also, when the raycast hits anything(the player sends raycast every tick, and when the raycast hits any object, the function goes into many if statements this causes a little bit of lag when the raycast is hitted to something, so I guess the problem is somewhat associated with this raycast, because, until the player has hitted any object the game works fine like usual).  
Can anyone please help me?

---

<div class="post-metadata">

**Author:** ![Divyanshu](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/divyanshu/32/495647_2.png) [@Divyanshu](https://forums.unrealengine.com/u/Divyanshu)\
**Post date:** [December 11, 2022, 4:05pm UTC](https://forums.unrealengine.com/t/unreal-engine-crashing-error-0xffffffffffffffff/721893/3 "2022-12-11T16:05:56Z")

</div>

The function CheckInteract() ends on that line.  
i.e.

```auto
void ACPP_PlayerCharacter::CheckInteract()
{
	FVector HitEnd = FPPCamera->GetComponentLocation() + FPPCamera->GetForwardVector() * Range;
	GetWorld()->LineTraceSingleByChannel(Hit, FPPCamera->GetComponentLocation(), HitEnd, ECC_Visibility);
	if (Hit.GetActor())
	{
		if (Hit.GetActor()->GetClass()->IsChildOf(ACPP_Door::StaticClass()) == true)
		{
			RaycastHittingTheDoor = true;
			IsDoorInteracted = true;
			Doorr = Cast<ACPP_Door>(Hit.GetActor());
			LineTraceSuccessful = true;
			ItemName = "Door";
			Doorr->IsInteracting = Interact;
			if (Interact)
			{
				if (Doorr->bOpen == true)
				{
					Doorr->bCanOpen = true;
					Doorr->OpenOrClose = false;
				}
				else if (Doorr->bOpen == false)
				{
					Doorr->bCanOpen = true;
					Doorr->OpenOrClose = true;
				}
			}
		}
		else if (Hit.GetActor()->GetClass()->IsChildOf(AHealthIncreaser::StaticClass()))
		{
			Food = Cast<AHealthIncreaser>(Hit.GetActor());
			Cast<UPrimitiveComponent>(Food->Mesh)->SetRenderCustomDepth(true);
			LineTraceSuccessful = true;
			ItemName = "Food";
			if (Interact)
			{
				Food->IncreaseStaminaOnRaycast(Food, this);
			}
		}
		else if (Hit.GetActor()->GetClass()->IsChildOf(AHammer::StaticClass()))
		{
			Hammer = Cast<AHammer>(Hit.GetActor());
			Cast<UPrimitiveComponent>(Hammer->Mesh)->SetRenderCustomDepth(true);
			LineTraceSuccessful = true;
			ItemName = "Item";
			if (Interact)
			{
				if (IsHoldingRoomKey)
				{
					RoomKey->SimulatePhysics(true);
					IsHoldingRoomKey = false;
				}
				else if (IsHoldingLever)
				{
					Lever->SimulatePhysics(true);
					IsHoldingLever = false;
				}
				Hammer->SetActorLocation(ItemHoldLocation->GetComponentLocation());
				Hammer->SetActorRotation(ItemHoldLocation->GetComponentRotation());
				IsHoldingHammer = true;
				Hammer->SimulatePhysics(false);
				HandMesh->SetVisibility(false);
			}
		}
		else if (Hit.GetActor()->GetClass()->IsChildOf(AWire::StaticClass()))
		{
			Wire = Cast<AWire>(Hit.GetActor());
			LineTraceSuccessful = true;
			ItemName = "Wire";
			Cast<UPrimitiveComponent>(Wire->WireMesh)->SetRenderCustomDepth(true);
			if (Interact)
			{
				Wire->WireCollected(this);
			}
		}
		else if (Hit.GetActor()->GetClass()->IsChildOf(ALiftButton::StaticClass()))
		{
			LineTraceSuccessful = true;
			IsLiftButtonInteracted = true;
			ItemName = "LiftButton";
			if (Interact)
			{
				auto Button = Cast<ALiftButton>(Hit.GetActor());
				if (Button->bUpper)
				{
					LiftOpen = false;
				}
				else if(!Button->bUpper)
				{
					LiftOpen = true;
				}
			}
		}
		else if (Hit.GetActor()->GetClass()->IsChildOf(ARoomKey::StaticClass()))
		{
			RoomKey = Cast<ARoomKey>(Hit.GetActor());
			LineTraceSuccessful = true;
			ItemName = "RoomKey";
			Cast<UPrimitiveComponent>(RoomKey->KeyMesh)->SetRenderCustomDepth(true);
			if (Interact)
			{
				if (IsHoldingHammer)
				{
					Hammer->SimulatePhysics(true);
					IsHoldingHammer = false;
				}
				else if (IsHoldingLever)
				{
					Lever->SimulatePhysics(true);
					IsHoldingLever = false;
				}
				RoomKey->SetActorLocation(ItemHoldLocation->GetComponentLocation());
				RoomKey->SetActorRotation(FRotator(ItemHoldLocation->GetComponentRotation().Pitch, ItemHoldLocation->GetComponentRotation().Yaw, ItemHoldLocation->GetComponentRotation().Roll + 90));
				IsHoldingRoomKey = true;
				HandMesh->SetVisibility(false);
				RoomKey->SimulatePhysics(false);
			}

		}
		else if (Hit.GetActor()->GetClass()->IsChildOf(ACupboard0::StaticClass()))
		{
			auto Cupboard0 = Cast<ACupboard0>(Hit.GetActor());
			LineTraceSuccessful = true;
			ItemName = "Cupboard";
			if (Interact)
			{
				if (Cupboard0->bOpen == true)
				{
					Cupboard0->bCanOpen = true;
					Cupboard0->OpenOrClose = false;
				}
				else if (Doorr->bOpen == false)
				{
					Cupboard0->bCanOpen = true;
					Cupboard0->OpenOrClose = true;
				}
			}
        }
		else if (Hit.GetActor()->GetClass()->IsChildOf(APowerBoard::StaticClass()))
		{
			auto Board = Cast<APowerBoard>(Hit.GetActor());
			LineTraceSuccessful = true;
			if (Interact)
			{
				if (CollectedWires >= 9)
				{ 
					if (Holder)
					{
						if (Holder->LeverAttached && Holder->LeverEnabled)
						{
							Board->RevealWires(true);
						}
					}
				}
				else if (CollectedWires != 8)
				{
					subtitle = "I need more Wires..."; 
				}
				if (Holder == nullptr && CollectedWires == 8)
				{
					subtitle = "There is still something missing.";
				}
				else if(Holder != nullptr && !Holder->LeverAttached && !Holder->LeverEnabled && CollectedWires == 8)
				{
					subtitle = "There is still something missing.";
				}
				else if (Holder != nullptr && Holder->LeverAttached && !Holder->LeverEnabled && CollectedWires == 8)
				{
					subtitle = "I need to enable the lever.";
				}
			}
		}
		else if (Hit.GetActor()->GetClass()->IsChildOf(ALeverHolder::StaticClass()))
		{
			Holder = Cast<ALeverHolder>(Hit.GetActor());
			if (!Holder->LeverAttached && !Holder->LeverEnabled)
			{
				LineTraceSuccessful = true;
			}
			if (!Holder->LeverAttached)
			{
				Cast<UPrimitiveComponent>(Holder->Holder)->SetRenderCustomDepth(true);
			}
			else if (Holder->LeverAttached && Holder->LeverEnabled)
			{
				Cast<UPrimitiveComponent>(Holder->Holder)->SetRenderCustomDepth(false);
				Cast<UPrimitiveComponent>(Holder->LeverBody)->SetRenderCustomDepth(false);
				Cast<UPrimitiveComponent>(Holder->LeverHolder)->SetRenderCustomDepth(false);
			}
			else
			{
				Cast<UPrimitiveComponent>(Holder->LeverBody)->SetRenderCustomDepth(true);
				Cast<UPrimitiveComponent>(Holder->LeverHolder)->SetRenderCustomDepth(true);
			}
			if (Interact && IsHoldingLever)
			{
				Holder->RevealLever();
				Lever->Destroy();
				IsHoldingLever = false;
				Cast<UPrimitiveComponent>(Holder->Holder)->SetRenderCustomDepth(false);
				Cast<UPrimitiveComponent>(Holder->LeverBody)->SetRenderCustomDepth(true);
				Cast<UPrimitiveComponent>(Holder->LeverHolder)->SetRenderCustomDepth(true);
			}
			else if (Interact && Holder->LeverAttached)
			{
				Holder->EnableLever();
			}
		}
		else if (Hit.GetActor()->GetClass()->IsChildOf(ALever::StaticClass()))
		{
			Lever = Cast<ALever>(Hit.GetActor());
			LineTraceSuccessful = true;
			Cast<UPrimitiveComponent>(Lever->LeverHolder)->SetRenderCustomDepth(true);
			Cast<UPrimitiveComponent>(Lever->LeverBody)->SetRenderCustomDepth(true);
			if (Interact)
			{
				if (IsHoldingHammer)
				{
					Hammer->SimulatePhysics(true);
					IsHoldingHammer = false;
				}
				else if (IsHoldingRoomKey)
				{
					RoomKey->SimulatePhysics(true);
					IsHoldingRoomKey = false;
				}
				Lever->SetActorLocation(ItemHoldLocation->GetComponentLocation());
				Lever->SetActorRotation(FRotator(ItemHoldLocation->GetComponentRotation().Pitch, ItemHoldLocation->GetComponentRotation().Yaw, ItemHoldLocation->GetComponentRotation().Roll + -180));
				IsHoldingLever = true;
				Lever->SimulatePhysics(false);
				HandMesh->SetVisibility(false);
			}
		}
		else
		{
			LineTraceSuccessful = false;
			ItemName = "";
			RaycastHittingTheDoor = false;
			IsLiftButtonInteracted = false;
			if (Food)
			{
				Cast<UPrimitiveComponent>(Food->Mesh)->SetRenderCustomDepth(false);
			}
			if (Hammer)
			{
				Cast<UPrimitiveComponent>(Hammer->Mesh)->SetRenderCustomDepth(false);
			}
			if (RoomKey)
			{
				Cast<UPrimitiveComponent>(RoomKey->KeyMesh)->SetRenderCustomDepth(false);
			}
			if (Wire)
			{
				Cast<UPrimitiveComponent>(Wire->WireMesh)->SetRenderCustomDepth(false);
			}
			if (Holder)
			{
				Cast<UPrimitiveComponent>(Holder->Holder)->SetRenderCustomDepth(false);
				Cast<UPrimitiveComponent>(Holder->LeverBody)->SetRenderCustomDepth(false);
				Cast<UPrimitiveComponent>(Holder->LeverHolder)->SetRenderCustomDepth(false);
			}
			if (Lever)
			{
				Cast<UPrimitiveComponent>(Lever->LeverHolder)->SetRenderCustomDepth(false);
				Cast<UPrimitiveComponent>(Lever->LeverBody)->SetRenderCustomDepth(false);
			}
		}
	}
	else
	{
		LineTraceSuccessful = false;
		ItemName = "";
		RaycastHittingTheDoor = false;
		IsLiftButtonInteracted = false;
		if (Food)
		{
			Cast<UPrimitiveComponent>(Food->Mesh)->SetRenderCustomDepth(false);
		}
		if (Hammer)
		{
			Cast<UPrimitiveComponent>(Hammer->Mesh)->SetRenderCustomDepth(false);
		}
		if (RoomKey)
		{
			Cast<UPrimitiveComponent>(RoomKey->KeyMesh)->SetRenderCustomDepth(false);
		}
		if (Wire)
		{
			Cast<UPrimitiveComponent>(Wire->WireMesh)->SetRenderCustomDepth(false);
		}
		if (Holder)
		{
			Cast<UPrimitiveComponent>(Holder->Holder)->SetRenderCustomDepth(false);
			Cast<UPrimitiveComponent>(Holder->LeverBody)->SetRenderCustomDepth(false);
			Cast<UPrimitiveComponent>(Holder->LeverHolder)->SetRenderCustomDepth(false);
		}
		if (Lever)
		{
			Cast<UPrimitiveComponent>(Lever->LeverHolder)->SetRenderCustomDepth(false);
			Cast<UPrimitiveComponent>(Lever->LeverBody)->SetRenderCustomDepth(false);
		}
	}
}//ThisLine is line 468

```

And also when I stop spawing the objects from the bp the problem go away(I spawn 8 wire actors using for each loop on the begin play).  
This is the image of the blueprint that causes this problem-

 ![TheEvilMannequin - Unreal Editor 11-12-2022 21_32_28](https://d3kjluh73b9h9o.cloudfront.net/original/4X/b/7/0/b702e78b5b3c5a1023148efe0a03a48a70499040.png)  
Please help me to solve this problem I want to release this game as soon as possible.

---

<div class="post-metadata">

**Author:** ![Divyanshu](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/divyanshu/32/495647_2.png) [@Divyanshu](https://forums.unrealengine.com/u/Divyanshu)\
**Post date:** [December 11, 2022, 4:21pm UTC](https://forums.unrealengine.com/t/unreal-engine-crashing-error-0xffffffffffffffff/721893/5 "2022-12-11T16:21:00Z")

</div>

I use 4 array and choose one random array and give that value to that final array variable. This code is executed in the game mode of my game.  
This is the code-

```auto
int WireVectorNum = FMath::RandRange(1, 4);
	if (WireVectorNum <= 4 && WireVectorNum >= 1)
	{
		if (WireVectorNum == 1)
		{
			FinalWireVector = WiresSpawnLocation1;
		}
		else if (WireVectorNum == 2)
		{
			FinalWireVector = WiresSpawnLocation2;
		}
		else if (WireVectorNum == 3)
		{
			FinalWireVector = WiresSpawnLocation3;
		}
		else
		{
			FinalWireVector = WiresSpawnLocation4;
		}
	}

```

---

<div class="post-metadata">

**Author:** ![Divyanshu](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/divyanshu/32/495647_2.png) [@Divyanshu](https://forums.unrealengine.com/u/Divyanshu)\
**Post date:** [December 11, 2022, 4:41pm UTC](https://forums.unrealengine.com/t/unreal-engine-crashing-error-0xffffffffffffffff/721893/7 "2022-12-11T16:41:07Z")

</div>

I didn’t understood what you wanted to say, they are given value in the bp file of the game mode.

---

<div class="post-metadata">

**Author:** ![Divyanshu](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/divyanshu/32/495647_2.png) [@Divyanshu](https://forums.unrealengine.com/u/Divyanshu)\
**Post date:** [December 11, 2022, 4:46pm UTC](https://forums.unrealengine.com/t/unreal-engine-crashing-error-0xffffffffffffffff/721893/9 "2022-12-11T16:46:58Z")

</div>

So, what do you want?

---

<div class="post-metadata">

**Author:** ![Divyanshu](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/divyanshu/32/495647_2.png) [@Divyanshu](https://forums.unrealengine.com/u/Divyanshu)\
**Post date:** [December 11, 2022, 4:48pm UTC](https://forums.unrealengine.com/t/unreal-engine-crashing-error-0xffffffffffffffff/721893/10 "2022-12-11T16:48:04Z")

</div>

Shall I give you the game mode bp file?

---

<div class="post-metadata">

**Author:** ![Divyanshu](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/divyanshu/32/495647_2.png) [@Divyanshu](https://forums.unrealengine.com/u/Divyanshu)\
**Post date:** [December 11, 2022, 4:52pm UTC](https://forums.unrealengine.com/t/unreal-engine-crashing-error-0xffffffffffffffff/721893/11 "2022-12-11T16:52:09Z")

</div>

The gm bp file-  
[BP\_GM\_TheEvilMannequinDefault.uasset](https://forums.unrealengine.com/uploads/short-url/xENMZO9vmnQJe6JAVnnTdBF1QCO.uasset) (161.0 KB)

---

<div class="post-metadata">

**Author:** ![Divyanshu](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/divyanshu/32/495647_2.png) [@Divyanshu](https://forums.unrealengine.com/u/Divyanshu)\
**Post date:** [December 11, 2022, 4:56pm UTC](https://forums.unrealengine.com/t/unreal-engine-crashing-error-0xffffffffffffffff/721893/13 "2022-12-11T16:56:45Z")

</div>

I don’t know how to enable symbols.

---

<div class="post-metadata">

**Author:** ![Divyanshu](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/divyanshu/32/495647_2.png) [@Divyanshu](https://forums.unrealengine.com/u/Divyanshu)\
**Post date:** [December 11, 2022, 4:57pm UTC](https://forums.unrealengine.com/t/unreal-engine-crashing-error-0xffffffffffffffff/721893/15 "2022-12-11T16:57:48Z")

</div>

Ok

---

<div class="post-metadata">

**Author:** ![Divyanshu](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/divyanshu/32/495647_2.png) [@Divyanshu](https://forums.unrealengine.com/u/Divyanshu)\
**Post date:** [December 11, 2022, 5:01pm UTC](https://forums.unrealengine.com/t/unreal-engine-crashing-error-0xffffffffffffffff/721893/16 "2022-12-11T17:01:43Z")

</div>

After that?

---

<div class="post-metadata">

**Author:** ![Divyanshu](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/divyanshu/32/495647_2.png) [@Divyanshu](https://forums.unrealengine.com/u/Divyanshu)\
**Post date:** [December 11, 2022, 5:03pm UTC](https://forums.unrealengine.com/t/unreal-engine-crashing-error-0xffffffffffffffff/721893/18 "2022-12-11T17:03:37Z")

</div>

How, do I have to crash the project again?

---

<div class="post-metadata">

**Author:** ![Divyanshu](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/divyanshu/32/495647_2.png) [@Divyanshu](https://forums.unrealengine.com/u/Divyanshu)\
**Post date:** [December 11, 2022, 5:11pm UTC](https://forums.unrealengine.com/t/unreal-engine-crashing-error-0xffffffffffffffff/721893/20 "2022-12-11T17:11:21Z")

</div>

I mean how to use this?

---

<div class="post-metadata">

**Author:** ![Divyanshu](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/divyanshu/32/495647_2.png) [@Divyanshu](https://forums.unrealengine.com/u/Divyanshu)\
**Post date:** [December 11, 2022, 5:12pm UTC](https://forums.unrealengine.com/t/unreal-engine-crashing-error-0xffffffffffffffff/721893/22 "2022-12-11T17:12:21Z")

</div>

Ok

---

<div class="post-metadata">

**Author:** ![Divyanshu](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/divyanshu/32/495647_2.png) [@Divyanshu](https://forums.unrealengine.com/u/Divyanshu)\
**Post date:** [December 11, 2022, 5:31pm UTC](https://forums.unrealengine.com/t/unreal-engine-crashing-error-0xffffffffffffffff/721893/23 "2022-12-11T17:31:54Z")

</div>

Now this error is coming-  
LoginId:a8fe8e6941b8bdcdd0a4aeb3e6d85804  
EpicAccountId:d09d84c33d8c4c7aa27d92101623ada9

Unhandled Exception: EXCEPTION\_ACCESS\_VIOLATION reading address 0xffffffffffffffff

UnrealEditor\_FirstCppGame\_9365!ACPP\_PlayerCharacter::CheckInteract() [C:\Users\Divya\OneDrive\Documents\Unreal Projects\TheEvilMannequin\Source\FirstCppGame\CPP\_PlayerCharacter.cpp:425]  
UnrealEditor\_FirstCppGame\_9365!TBaseUObjectMethodDelegateInstance\<0,ACPP\_PlayerCharacter,void \_\_cdecl(void),FDefaultDelegateUserPolicy\>::Execute() [D:\EpicGames\UE\_5.0\Engine\Source\Runtime\Core\Public\Delegates\DelegateInstancesImpl.h:594]  
UnrealEditor\_Engine!FTimerUnifiedDelegate::Execute() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Public\TimerManager.h:51]  
UnrealEditor\_Engine!FTimerManager::Tick() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\TimerManager.cpp:925]  
UnrealEditor\_Engine!UWorld::Tick() [D:\build++UE5\Sync\Engine\Source\Runtime\Engine\Private\LevelTick.cpp:1595]  
UnrealEditor\_UnrealEd!UEditorEngine::Tick() [D:\build++UE5\Sync\Engine\Source\Editor\UnrealEd\Private\EditorEngine.cpp:1777]  
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

---

<div class="post-metadata">

**Author:** ![Divyanshu](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/divyanshu/32/495647_2.png) [@Divyanshu](https://forums.unrealengine.com/u/Divyanshu)\
**Post date:** [December 11, 2022, 5:35pm UTC](https://forums.unrealengine.com/t/unreal-engine-crashing-error-0xffffffffffffffff/721893/24 "2022-12-11T17:35:13Z")

</div>

You can get the code line number by this website-

> **[Online C++ Compiler - online editor](https://www.onlinegdb.com/online_c++_compiler)**
>
> OnlineGDB is online IDE with C++ compiler. Quick and easy way to compiler c++ program online. It supports g++ compiler for c++.

Just copy and paste the code file that I gave you on the first message.  
Looking forward to the solution, thank you.
