# Why does this code crash UEFN when I build it?

**URL:** <https://forums.unrealengine.com/t/why-does-this-code-crash-uefn-when-i-build-it/819922>\
**Category:** Verse\
**Tags:** unreal-editor-for-fortnite, crash, question, fortnite\
**Created:** [March 25, 2023, 5:40am UTC](https://forums.unrealengine.com/t/why-does-this-code-crash-uefn-when-i-build-it/819922 "2023-03-25T05:40:03Z")\
**Posts on this page:** 1\
**Showing post:** 4

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**Author:** ![sonictke](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/sonictke/32/924209_2.png) [@sonictke](https://forums.unrealengine.com/u/sonictke)\
**Post date:** [March 29, 2023, 10:41pm UTC](https://forums.unrealengine.com/t/why-does-this-code-crash-uefn-when-i-build-it/819922/4 "2023-03-29T22:41:37Z")

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Hi @TimewornTincan:

I’m fairly sure that the issue you’re running into is that you’re not invoking overloaded functions (i.e. `SpongeMessage.Show` should be `SpongeMessage.Show()`) immediately. Currently, overloaded functions must be immediately invoked. Unfortunately our semantic analyzer didn’t catch this and the code generator failed when trying to do opcode generation for your code. I have a working fix submitted internally for review which will turn that into a semantic analysis warning (i.e. you should see red squiggly lines in VS Code in the future with that syntax telling you that there’s a syntax issue) and this should be included in an upcoming release.

This has been reported before in another thread as well: [Project crashes with EXCPETION\_ACCESS\_VIOLATION - #6 by sonictke](https://forums.unrealengine.com/t/project-crashes-with-excpetion-access-violation/817009/6)

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