Every time I compile I get no errors. I hit play and the editor crashes. When I relaunch the editor and hit play there is no crash and the editor runs fine.
The error from the crash itself is an Access Violation. This means that somewhere a null pointer is being referenced. Can you ensure that all of your pointers are being properly checked for validity before being used? It seems that it may be something in one of your constructors or begin play functions.
It may be helpful to run your project through Debug in Visual Studio to see if you can try to narrow down the cause.
Thanks! This gives me a place to start =) Just frustrating because of how random the crashes can be. Sometimes a pointer is null and sometimes it isn’t.
We haven’t heard from you in a while, Snowl0l. Are you still experiencing these issues? If so, have you been able to narrow down anything? In the meantime, I’ll be marking this issue as resolved for tracking purposes.
I had this issue myself, then realized that when I recompile C++ code that Blueprints depend on, the references all get NULLed. Interestingly enough, once you restart the editor, all the references get recovered.
So, basically, after you compile, just restart the editor.
It’s annoying but at least the work-around is simple.