Crash on SpawnActor in GameInstance - Event Init

anonymous_user_99e8ad32
Thu, 12 Mar 2015 14:51:55 +0000
Community & Industry Discussion

Branch: ‘Binary’ build from the Unreal Launcher

Build version: 4.7.2

Description: This crash only occurs in standalone/cooked versions (tested windows 7 64bit), and adding a “Delay” node before the actor spawn, even with an 0.000001 delay fixes this issue.
I did not try out other ways of reproducing or fixing this but i am sure it has to do with either the executing thread that spawns the object or the order in which things like gameinstance are initialized in standalone/cooked versions.

Repro:

1. Blank project

2. create a and set custom game instance in project settings

3. add “Event Init” node and spawn any actor via “SpawnActor” with any transform

Standalone and cooked versions on windows should crash with this error:

MachineId:
EpicAccountId:

Access violation - code c0000005 (first/second chance not available)

UE4Editor_Engine!UWorld::SpawnActor() + 433 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\engine\private\levelactor.cpp:232]
UE4Editor_Engine!UGameplayStatics::BeginSpawningActorFromClass() + 363 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\engine\private\gameplaystatics.cpp:332]
UE4Editor_Engine!UGameplayStatics::execBeginSpawningActorFromClass() + 357 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\engine\classes\kismet\gameplaystatics.h:31]
UE4Editor_CoreUObject!UFunction::Invoke() + 180 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\coreuobject\private\uobject\class.cpp:3684]
UE4Editor_CoreUObject!UObject::CallFunction() + 1112 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:395]
UE4Editor_CoreUObject!UObject::ProcessContextOpcode() + 141 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:1451]
UE4Editor_CoreUObject!UObject::execLetObj() + 430 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:1292]
UE4Editor_CoreUObject!UObject::ProcessInternal() + 1644 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:602]
UE4Editor_CoreUObject!UObject::CallFunction() + 2707 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:516]
UE4Editor_CoreUObject!UObject::ProcessInternal() + 1644 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:602]
UE4Editor_CoreUObject!UFunction::Invoke() + 180 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\coreuobject\private\uobject\class.cpp:3684]
UE4Editor_CoreUObject!UObject::ProcessEvent() + 3036 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:924]
UE4Editor_Engine!UGameEngine::Init() + 853 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\engine\private\gameengine.cpp:421]
UE4Editor!FEngineLoop::Init() + 1247 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\launch\private\launchengineloop.cpp:1967]
UE4Editor!GuardedMain() + 933 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\launch\private\launch.cpp:136]
UE4Editor!GuardedMainWrapper() + 26 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\launch\private\windows\launchwindows.cpp:126]
UE4Editor!WinMain() + 249 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\launch\private\windows\launchwindows.cpp:202]
UE4Editor!__tmainCRTStartup() + 329 bytes [f:\dd\vctools\crt\crtw32\dllstuff\crtexe.c:618]

13 posts - 4 participants