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

So I have been working in this projects for months and months, and this evening I attempted to launch it. The editor crashed with a “missing debug symbols” something or other, so I added that stuff as the thread suggested. Now I get this new super fun set of breaks that I have no idea what to do with. Anyone got a clue? I didn’t change anything else, and was working in this exact same project just a few hours ago…

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

UE4Editor_Engine!USimpleConstructionScript::RemoveNodeAndPromoteChildren() [d:\build++ue4+release-4.12+compile\sync\engine\source\runtime\engine\private\simpleconstructionscript.cpp:785]
UE4Editor_Engine!USimpleConstructionScript::ValidateNodeTemplates() [d:\build++ue4+release-4.12+compile\sync\engine\source\runtime\engine\private\simpleconstructionscript.cpp:1239]
UE4Editor_KismetCompiler!FKismetCompilerContext::CreateClassVariablesFromBlueprint() [d:\build++ue4+release-4.12+compile\sync\engine\source\editor\kismetcompiler\private\kismetcompiler.cpp:635]
UE4Editor_KismetCompiler!FKismetCompilerContext::Compile() [d:\build++ue4+release-4.12+compile\sync\engine\source\editor\kismetcompiler\private\kismetcompiler.cpp:3294]
UE4Editor_KismetCompiler!FKismet2CompilerModule::CompileBlueprintInner() [d:\build++ue4+release-4.12+compile\sync\engine\source\editor\kismetcompiler\private\kismetcompilermodule.cpp:100]
UE4Editor_KismetCompiler!FKismet2CompilerModule::CompileBlueprint() [d:\build++ue4+release-4.12+compile\sync\engine\source\editor\kismetcompiler\private\kismetcompilermodule.cpp:187]
UE4Editor_UnrealEd!FKismetEditorUtilities::GenerateBlueprintSkeleton() [d:\build++ue4+release-4.12+compile\sync\engine\source\editor\unrealed\private\kismet2\kismet2.cpp:891]
UE4Editor_UnrealEd!FBlueprintEditorUtils::RegenerateBlueprintClass() [d:\build++ue4+release-4.12+compile\sync\engine\source\editor\unrealed\private\kismet2\blueprinteditorutils.cpp:1518]
UE4Editor_CoreUObject!FLinkerLoad::RegenerateBlueprintClass() [d:\build++ue4+release-4.12+compile\sync\engine\source\runtime\coreuobject\private\blueprint\blueprintsupport.cpp:353]
UE4Editor_CoreUObject!FLinkerLoad::FinalizeBlueprint() [d:\build++ue4+release-4.12+compile\sync\engine\source\runtime\coreuobject\private\blueprint\blueprintsupport.cpp:1319]
UE4Editor_CoreUObject!FLinkerLoad::Preload() [d:\build++ue4+release-4.12+compile\sync\engine\source\runtime\coreuobject\private\uobject\linkerload.cpp:3340]
UE4Editor_CoreUObject!FLinkerLoad::CreateExport() [d:\build++ue4+release-4.12+compile\sync\engine\source\runtime\coreuobject\private\uobject\linkerload.cpp:3978]
UE4Editor_CoreUObject!FLinkerLoad::IndexToObject() [d:\build++ue4+release-4.12+compile\sync\engine\source\runtime\coreuobject\private\uobject\linkerload.cpp:4187]
UE4Editor_CoreUObject!FLinkerLoad::CreateExport() [d:\build++ue4+release-4.12+compile\sync\engine\source\runtime\coreuobject\private\uobject\linkerload.cpp:3682]
UE4Editor_CoreUObject!FLinkerLoad::CreateExportAndPreload() [d:\build++ue4+release-4.12+compile\sync\engine\source\runtime\coreuobject\private\uobject\linkerload.cpp:2780]
UE4Editor_CoreUObject!FLinkerLoad::LoadAllObjects() [d:\build++ue4+release-4.12+compile\sync\engine\source\runtime\coreuobject\private\uobject\linkerload.cpp:2919]
UE4Editor_CoreUObject!LoadPackageInternal() [d:\build++ue4+release-4.12+compile\sync\engine\source\runtime\coreuobject\private\uobject\uobjectglobals.cpp:1162]
UE4Editor_CoreUObject!LoadPackageInternal() [d:\build++ue4+release-4.12+compile\sync\engine\source\runtime\coreuobject\private\uobject\uobjectglobals.cpp:1286]
UE4Editor_CoreUObject!FLinkerLoad::VerifyImportInner() [d:\build++ue4+release-4.12+compile\sync\engine\source\runtime\coreuobject\private\uobject\linkerload.cpp:2457]
UE4Editor_CoreUObject!FLinkerLoad::VerifyImport() [d:\build++ue4+release-4.12+compile\sync\engine\source\runtime\coreuobject\private\uobject\linkerload.cpp:2212]
UE4Editor_CoreUObject!FLinkerLoad::VerifyImportInner() [d:\build++ue4+release-4.12+compile\sync\engine\source\runtime\coreuobject\private\uobject\linkerload.cpp:2505]
UE4Editor_CoreUObject!FLinkerLoad::VerifyImport() [d:\build++ue4+release-4.12+compile\sync\engine\source\runtime\coreuobject\private\uobject\linkerload.cpp:2212]
UE4Editor_CoreUObject!FLinkerLoad::VerifyImportInner() [d:\build++ue4+release-4.12+compile\sync\engine\source\runtime\coreuobject\private\uobject\linkerload.cpp:2505]
UE4Editor_CoreUObject!FLinkerLoad::VerifyImport() [d:\build++ue4+release-4.12+compile\sync\engine\source\runtime\coreuobject\private\uobject\linkerload.cpp:2212]
UE4Editor_CoreUObject!FLinkerLoad::Verify() [d:\build++ue4+release-4.12+compile\sync\engine\source\runtime\coreuobject\private\uobject\linkerload.cpp:1995]
UE4Editor_CoreUObject!FLinkerLoad::FinalizeCreation() [d:\build++ue4+release-4.12+compile\sync\engine\source\runtime\coreuobject\private\uobject\linkerload.cpp:1905]
UE4Editor_CoreUObject!FLinkerLoad::Tick() [d:\build++ue4+release-4.12+compile\sync\engine\source\runtime\coreuobject\private\uobject\linkerload.cpp:704]
UE4Editor_CoreUObject!FLinkerLoad::CreateLinker() [d:\build++ue4+release-4.12+compile\sync\engine\source\runtime\coreuobject\private\uobject\linkerload.cpp:428]
UE4Editor_CoreUObject!GetPackageLinker() [d:\build++ue4+release-4.12+compile\sync\engine\source\runtime\coreuobject\private\uobject\linker.cpp:613]
UE4Editor_CoreUObject!LoadPackageInternal() [d:\build++ue4+release-4.12+compile\sync\engine\source\runtime\coreuobject\private\uobject\uobjectglobals.cpp:1087]
UE4Editor_CoreUObject!LoadPackageInternal() [d:\build++ue4+release-4.12+compile\sync\engine\source\runtime\coreuobject\private\uobject\uobjectglobals.cpp:1286]
UE4Editor_UnrealEd!UEditorEngine::Map_Load() [d:\build++ue4+release-4.12+compile\sync\engine\source\editor\unrealed\private\editorserver.cpp:2397]
UE4Editor_UnrealEd!UEditorEngine::HandleMapCommand() [d:\build++ue4+release-4.12+compile\sync\engine\source\editor\unrealed\private\editorserver.cpp:5987]
UE4Editor_UnrealEd!UEditorEngine::Exec() [d:\build++ue4+release-4.12+compile\sync\engine\source\editor\unrealed\private\editorserver.cpp:5477]
UE4Editor_UnrealEd!UUnrealEdEngine::Exec() [d:\build++ue4+release-4.12+compile\sync\engine\source\editor\unrealed\private\unrealedsrv.cpp:744]
UE4Editor_UnrealEd!FEditorFileUtils::LoadMap() [d:\build++ue4+release-4.12+compile\sync\engine\source\editor\unrealed\private\filehelpers.cpp:2135]
UE4Editor_UnrealEd!FEditorFileUtils::LoadDefaultMapAtStartup() [d:\build++ue4+release-4.12+compile\sync\engine\source\editor\unrealed\private\filehelpers.cpp:3349]
UE4Editor_UnrealEd!FUnrealEdMisc::OnInit() [d:\build++ue4+release-4.12+compile\sync\engine\source\editor\unrealed\private\unrealedmisc.cpp:300]
UE4Editor_UnrealEd!EditorInit() [d:\build++ue4+release-4.12+compile\sync\engine\source\editor\unrealed\private\unrealed.cpp:89]
UE4Editor!GuardedMain() [d:\build++ue4+release-4.12+compile\sync\engine\source\runtime\launch\private\launch.cpp:137]
UE4Editor!GuardedMainWrapper() [d:\build++ue4+release-4.12+compile\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:126]
UE4Editor!WinMain() [d:\build++ue4+release-4.12+compile\sync\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

Hello,

This is a known issue that has been reported as resolved in 4.13: Unreal Engine Issues and Bug Tracker (UE-32780)

Thanks for your report.

Have a great day!

I am not moving this project to 4.13, so the fact that it was fixed in another version doesn’t help me at all unfortunately. How do I get this project open in4.12?

You can merge the fix commit listed on the issues link that I posted into your Source version of the engine. If you’re using binary, the best I can recommend would be to download and build 4.12.5 source and then convert your project to that. After this, you can merge in that commit and it should resolve your crash.