UE Crashes on trying to open project

I was just working on my project as usual when it crashed. That’s ok, it does do that sometimes, I can just restart and pick up where I left off. But not this time.

This time it will crash before the the project is even open/

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

""

UE4Editor_Engine!UWorld::GetFirstPlayerController() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\engine\private\world.cpp:3206]
UE4Editor_MyProject!APTanks::APTanks() [d:\documents\unreal projects\myproject\source\myproject\ptanks.cpp:33]
UE4Editor_CoreUObject!UClass::CreateDefaultObject() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\coreuobject\private\uobject\class.cpp:2657]
UE4Editor_CoreUObject!UObjectLoadAllCompiledInDefaultProperties() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\coreuobject\private\uobject\uobjectbase.cpp:658]
UE4Editor_CoreUObject!ProcessNewlyLoadedUObjects() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\coreuobject\private\uobject\uobjectbase.cpp:752]
UE4Editor_CoreUObject!TBaseStaticDelegateInstance<void __cdecl(void)>::ExecuteIfSafe() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\core\public\delegates\delegateinstancesimpl_variadics.inl:921]
UE4Editor_Core!TBaseMulticastDelegate<void>::Broadcast() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\core\public\delegates\delegatesignatureimpl_variadics.inl:809]
UE4Editor_Core!FModuleManager::LoadModuleWithFailureReason() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\core\private\modules\modulemanager.cpp:426]
UE4Editor_Projects!FModuleDescriptor::LoadModulesForPhase() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\projects\private\moduledescriptor.cpp:370]
UE4Editor_Projects!FProjectManager::LoadModulesForProject() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\projects\private\projectmanager.cpp:53]
UE4Editor!FEngineLoop::LoadStartupModules() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\launch\private\launchengineloop.cpp:1989]
UE4Editor!FEngineLoop::PreInit() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\launch\private\launchengineloop.cpp:1495]
UE4Editor!GuardedMain() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\launch\private\launch.cpp:110]
UE4Editor!GuardedMainWrapper() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\launch\private\windows\launchwindows.cpp:126]
UE4Editor!WinMain() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\launch\private\windows\launchwindows.cpp:200]
UE4Editor!__scrt_common_main_seh() [f:\dd\vctools\crt\vcstartup\src\startup\exe_common.inl:264]
kernel32
ntdll

I’ve already tried recompiling the code from VS and restarting my PC.
Any ideas? I have no idea what to make of the above. Thanks!

I would also try, if haven’t already, - to delete all the cooked content (like cooked versions of the game and baked shaders) in the project folder in a “saved folder” I believe. be cautious, -

there might be project settings in there which you would have to re-enter. Also this will force everything to recompile major time upon first start, so it might appear to be stuck on some % of load, but just let it load.

It would also help knowing what it is you were doing in the editor when it crashed as the log doesn’t speak to me either.

Hi It_,

  • Does this occur in a clean, blank project with no additional content or is it limited to one project?
  • What steps did you take just before the crash occurs?
  • Is your project entirely c++ or are you using blueprints as well?
  • Can you post the crash logs here? You can find them at \Unreal Projects\PROJECTNAME\saved\logs.
  • Which version of VS are you using?
  • Is this the github source build or did you get your build from the launcher?

Thank you both for your replies!
@Polivantage what do you mean by ‘cooked’ and ‘baked’ content? Where do I find it? (I’m still a noob when it comes to UE)
Secondly, I actually wasn’t really working in the editor when it crashed. I was working on VS on the code.
I had just added this new code which I wasn’t sure would work or not, but that’s why I wanted to test it out.

float MouseX;
float MouseY;
MyController->GetMousePosition(MouseX, MouseY);
    		
MouseAngle = atan(MouseX / MouseY) * 57.2958;
CannonStaticMesh->RelativeRotation.Yaw = MouseAngle;

The code is supposed to get the angle from the mouse position and then rotate the cannon at the top of tank to where the mouse is pointing. I already tried commenting the code out and recompiling from VS

@ :diamonds::diamonds:

  1. No, it works on a clean one. I would try it on other ones that I made but I don’t have any right now.
  2. I haven’t use any blueprints at all. All C++
  3. I attached a rar file of the whole logs folder. Hope something in there can help.
  4. I’m using VS 2015 Community 14.0.24720.00 Update 1
  5. I don’t think I understand that last one, but I was building and testing through the editor when it happened. My project has nothing with Git as far as I know…
    Thanks again guys. link text

When I deleted the saved data, not under “content”, but under the “saved” folder it presumably forced a clean load, I hope it clears up what I mean in my first post.

(By baked or cooked content I mean the data that gets saved in the “saved” folder, related to the project, to make the average loading of the engine faster when it is started - I presume, if that saved data is cleared, it should also - presumably - clear up inconsistency errors which might occur with the implementation of the new code.)

when I had this error - (UE4.7) my error code was also Access violation - code c0000005. Additionally what comes to mind is to enable UE to have administrative privileges in windows settings, this would make the process of writing and retrieving data smoother, especially if the engine and project are on the system drive, but it shouldn’t make much difference.

I hope you have access to your project again, if not send me a private message at - I don’t check mail often, but do have loads of free time on my hands. So I’ll have no problem to just put my own project on hold and try to solve it with you.

p.s.
I also am constantly learning ever since I finally finished most assets to start with UE4, been about a year ago, I think the learning never stops with UE, and im glad for that :slight_smile:

Hey It_-

's question about GitHub was related to the engine you’re using rather than the project. Did you build the engine from source code or did you install the binary version of the engine from the Epic Games Launcher?

Looking at the callstack it seems that there is a call from PTanks.cpp at line 33 that is calling UWorld::GetFirstPlayerController(). Can you try commenting out this line of code to see if that helps?

Cheers

Thank you so much! I commented out that line of code, recompiled it on VS, but to no avail. However, I tried to create a bunch of new projects, and copying over the code caused the same problem every time! Now that I commented out this code:

    MyController = GetWorld()->GetFirstPlayerController();

	MyController->bShowMouseCursor = true;
	MyController->bEnableClickEvents = true;
	MyController->bEnableMouseOverEvents = true;

Which sets up the mouse for the player to use for my top down tank game, it works!
Most of the stuff that I did was in the code and not so much the editor, so a new project wasn’t too bad. Thank you again!

Now there is just the issue of how do I get the mouse working with the cannon :confused: But I guess I can work that out myself.