Can some one help me out to understand why this is keep happening
LoginId:756b102943b3d85933ab8aac5f55c61c
EpicAccountId:41be78ff6be34770b3cfa2f172e9f2e6
Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x0000045900000084
UnrealEditor_Core
UnrealEditor_Core
UnrealEditor_Core
UnrealEditor_Core
UnrealEditor_Core
UnrealEditor_Core
UnrealEditor_QuadricMeshReduction
UnrealEditor_QuadricMeshReduction
UnrealEditor_QuadricMeshReduction
UnrealEditor_QuadricMeshReduction
UnrealEditor_NaniteBuilder
UnrealEditor_NaniteBuilder
UnrealEditor_NaniteBuilder
UnrealEditor_NaniteBuilder
UnrealEditor_NaniteBuilder
UnrealEditor_Core
UnrealEditor_Core
UnrealEditor_Core
UnrealEditor_Core
UnrealEditor_Core
UnrealEditor_Core
UnrealEditor_Core
kernel32
ntdll
First of all, install Editor Symbols to get more insights as to where the error is coming from:
Wait until it’s done downloading and installing. Then try again, and post the error message here.
1 Like
here is the new crash report
LoginId:756b102943b3d85933ab8aac5f55c61c
EpicAccountId:41be78ff6be34770b3cfa2f172e9f2e6
Assertion failed: (Index >= 0) & (Index < ArrayNum) [File:D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Containers\Array.h] [Line: 783]
Array index out of bounds: 1414 into an array of size 0
UnrealEditor_NaniteBuilder!TSet<TTupleNanite::FVariableVertex,Nanite::FVertexMapEntry,TDefaultMapHashableKeyFuncsNanite::FVariableVertex,Nanite::FVertexMapEntry,0,FDefaultSetAllocator>::FindIndexByHashNanite::FVariableVertex() [D:\build++UE5\Sync\Engine\Source\Developer\NaniteUtilities\Public\TriangleUtil.h:200]
UnrealEditor_NaniteBuilder!Nanite::FCluster::BuildAdjacency() [D:\build++UE5\Sync\Engine\Source\Developer\NaniteBuilder\Private\Cluster.cpp:543]
UnrealEditor_NaniteBuilder!Nanite::DAGReduce() [D:\build++UE5\Sync\Engine\Source\Developer\NaniteBuilder\Private\ClusterDAG.cpp:377]
UnrealEditor_NaniteBuilder!Nanite::FStripifier::ConstrainAndStripifyCluster'::
2’::<lambda_3>::operator()() [D:\build++UE5\Sync\Engine\Source\Developer\NaniteBuilder\Private\ClusterDAG.cpp:291]
UnrealEditor_NaniteBuilder!ParallelForImpl::ParallelForInternal<TFunctionRef<void __cdecl(int)>,
ParallelFor’::2'::<lambda_1>,std::nullptr_t>'::
2’::FParallelExecutor::operator()() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Async\ParallelFor.h:116]
UnrealEditor_NaniteBuilder!LowLevelTasks::TTaskDelegate<LowLevelTasks::FTask * __ptr64 __cdecl(bool),48>::TTaskDelegateImpl<LowLevelTasks::FTask::Init<
ParallelForImpl::ParallelForInternal<TFunctionRef<void __cdecl(int)>,ParallelFor'::
2’::<lambda_1>,std::() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Async\Fundamental\TaskDelegate.h:171]
UnrealEditor_Core!LowLevelTasks::FTask::ExecuteTask() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Async\Fundamental\Task.h:627]
UnrealEditor_Core!LowLevelTasks::FScheduler::ExecuteTask() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\Fundamental\Scheduler.cpp:267]
UnrealEditor_Core!LowLevelTasks::FScheduler::WorkerLoop() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\Fundamental\Scheduler.cpp:514]
UnrealEditor_Core!LowLevelTasks::FScheduler::CreateWorker'::
2’::<lambda_1>::operator()() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\Fundamental\Scheduler.cpp:75]
UnrealEditor_Core!FThreadImpl::Run() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\HAL\Thread.cpp:69]
UnrealEditor_Core!FRunnableThreadWin::Run() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Windows\WindowsRunnableThread.cpp:159]