I keep getting an Access Violation Error when I try to open up my player controller blueprint

This file was working fine yesterday and when I came back today it keeps crashing when I open up the player controller blueprint. This is the error i’m getting

MachineId:3AF2DA5D499FB8D7411D528E17D9A74C
EpicAccountId:f424f84956bc462494cacfae73fb3776

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

“”

UE4Editor_UMG!UWidgetLayoutLibrary::execSlotAsCanvasSlot() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\umg\public\blueprint\widgetlayoutlibrary.h:10]
UE4Editor_CoreUObject!UFunction::Invoke() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\coreuobject\private\uobject\class.cpp:4125]
UE4Editor_CoreUObject!UObject::CallFunction() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:463]
UE4Editor_CoreUObject!UObject::ProcessContextOpcode() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:1552]
UE4Editor_CoreUObject!UObject::execLetObj() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:1391]
UE4Editor_CoreUObject!UObject::ProcessInternal() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:673]
UE4Editor_CoreUObject!UObject::CallFunction() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:587]
UE4Editor_CoreUObject!UObject::ProcessInternal() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:673]
UE4Editor_CoreUObject!UFunction::Invoke() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\coreuobject\private\uobject\class.cpp:4125]
UE4Editor_CoreUObject!UObject::ProcessEvent() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:1023]
UE4Editor_Engine!AActor::ProcessEvent() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\engine\private\actor.cpp:520]
UE4Editor_Engine!AActor::ReceiveTick() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\intermediate\build\win64\ue4editor\inc\engine\engine.generated.1.cpp:2267]
UE4Editor_Engine!AActor::Tick() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\engine\private\actor.cpp:682]
UE4Editor_Engine!APlayerController::TickActor() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\engine\private\playercontroller.cpp:3880]
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!FTaskGraphInterface::WaitUntilTaskCompletes() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\core\public\async\taskgraphinterfaces.h:192]
UE4Editor_Engine!FTickTaskSequencer::ReleaseTickGroup() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\engine\private\ticktaskmanager.cpp:232]
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_Kismet!FSCSEditorViewportClient::Tick() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\editor\kismet\private\scseditorviewportclient.cpp:202]
UE4Editor_UnrealEd!UEditorEngine::Tick() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\editor\unrealed\private\editorengine.cpp:1399]
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:2359]
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]

actually this error keeps coming up even if I create a new project and recreate the blueprint

I found what the problem was but I don’t know why that crases the program. It seems to have issues with the picture in the widget blueprint. It should’t be breaking because of that but it is. The moment I delete it, its stops crashing and allows me to open my player controller blueprint

apparently adding anything to the widget blueprint like a button or picture will cause unreal to crash when trying to open player controller

Hello,

I have a few questions for you that will help narrow down what issue it is that you are experiencing.

Quick questions:

  1. Can you reproduce this issue in a clean project?
  2. If so could you provide a detailed set of steps to reproduce this issue on our end?
  3. Could you provide screen shots of any blueprints that may be involved?

We currently have a similar issue in our database currently I would like to know if these steps are the ones that you are taking.

Warning these steps will cause a crash

  1. Create a Widget Blueprint.
  2. Open the widget blueprint by double clicking it.
  3. Add a “Button” to the canvas panel.
  4. With the button selected, expand “Style > Normal” in the details panel.
  5. Click “Use Selected Asset from Content Browser” under normal

yes
I made a whole new project and it does the exact same thing
This started when I created a widget blueprint added an image and went into style > normal in the details panel and clicked use selected asset from content browser and picked an image
I then went back into my player controller blueprint and connected the event tick to the code that used the image variable.
I hit compile in this blueprint and it crashes.

I did a bit more testing and when it opened up again from crashing i went into the widget blueprint.

Deleted the image.

Saved and compiled.

I then went into my player controller blueprint

and got rid of the parts of my code that were liked to that image variable.Saved and compiled.

Then I liked my event tick to the rest of my code and saved and compiled.

It saved but never compiled because it crashed.

this is what the whole player controller blueprint looks like

Hello

I was able to reproduce this issue on our end. The issue is that the tick event is firing off before the event begin play. This then causes the “Slot as Canvas Slot” node to try and pull a null value. A workaround for this is to add a gate in that insures that the begin play fires off first. I have written up a report ( UE-18029) for the crash and I have submitted it to the developers for further consideration. I will provide updates with any pertinent information as it becomes available. Thank you for your time and information.

Workaround:

I have add a gate that does not open until after the event begin play has fired off.

Make it a great day

thank you very much!