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

Here is the error message. This happens when I shoot and the bullet hits the bad guy. This does not happen every time. Maybe around 1/10 times it crashes. Please please help! I already tried upgraded this project from 4.7 to 4.8 and that did not help.

MachineId:D39022254C0586E8C1E268B7E9829F81
EpicAccountId:7365af26a30640b397a16fc2534c1e70

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

“”

UE4Editor_Engine!FInterpolateComponentToAction::UpdateOperation() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\engine\private\interpolatecomponenttoaction.h:115]
UE4Editor_Engine!FLatentActionManager::TickLatentActionForObject() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\engine\private\latentactionmanager.cpp:139]
UE4Editor_Engine!FLatentActionManager::ProcessLatentActions() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\engine\private\latentactionmanager.cpp:77]
UE4Editor_Engine!AActor::Tick() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\engine\private\actor.cpp:684]
UE4Editor_Engine!APawn::Tick() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\engine\private\pawn.cpp:706]
UE4Editor_Engine!AActor::TickActor() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\engine\private\actor.cpp:670]
UE4Editor_Engine!FActorTickFunction::ExecuteTick() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\engine\private\actor.cpp:105]
UE4Editor_Engine!FTickTaskSequencer::FTickFunctionTask::DoTask() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\engine\private\ticktaskmanager.cpp:113]
UE4Editor_Engine!TGraphTask::ExecuteTask() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\core\public\async\taskgraphinterfaces.h:753]
UE4Editor_Core!FTaskThread::ProcessTasks() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\core\private\async\taskgraph.cpp:430]
UE4Editor_Core!FTaskThread::ProcessTasksUntilQuit() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\core\private\async\taskgraph.cpp:273]
UE4Editor_Core!FTaskGraphImplementation::WaitUntilTasksComplete() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\core\private\async\taskgraph.cpp:991]
UE4Editor_Engine!FTickTaskSequencer::ReleaseTickGroup() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\engine\private\ticktaskmanager.cpp:243]
UE4Editor_Engine!FTickTaskManager::RunTickGroup() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\engine\private\ticktaskmanager.cpp:643]
UE4Editor_Engine!UWorld::RunTickGroup() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\engine\private\leveltick.cpp:697]
UE4Editor_Engine!UWorld::Tick() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\engine\private\leveltick.cpp:1181]
UE4Editor_UnrealEd!UEditorEngine::Tick() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\editor\unrealed\private\editorengine.cpp:1339]
UE4Editor_UnrealEd!UUnrealEdEngine::Tick() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\editor\unrealed\private\unrealedengine.cpp:366]
UE4Editor!FEngineLoop::Tick() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\launch\private\launchengineloop.cpp:2355]
UE4Editor!GuardedMain() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\launch\private\launch.cpp:142]
UE4Editor!GuardedMainWrapper() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\launch\private\windows\launchwindows.cpp:126]
UE4Editor!WinMain() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\launch\private\windows\launchwindows.cpp:200]

Sorry but we won’t be able to help us without you posting some code. Unless you want to hear the answer is 42. Which it is.

This is the blueprint for the collision with the bullet.

I’m seriously only guessing, but maybe it’s the calls to DestroyActor? Is it possible that some process is trying to access it after the DestroyActor call?

Maybe check out this post:

There are a couple other posts on the DestroyActor and the garbage collector, maybe you can find something there?

I would double check that, after your second call to DestroyActor, you continue running the blueprint script - maybe try putting it after you spawn the health item…?

That’s a good thought. I try removing the stuff after I destroy actor to see if it still crashes. Appreciate the input. I’ll update the results on Thursday evening.

If it doesn’t work, and in case you don’t happen to have thought of it, you can break for exceptions in the VS debugger by going to Debug->Exceptions, then turn on all exceptions. Then when it tries to access that memory, you may be able to drill down to what object it’s trying to access that isn’t there

I finally found the source of the issue. It is because of the information after the destroy actor. Thanks for the help. I’ll mark this as solved.
i think i marked it solved. If not, oh well