Debugging Help

HI,
I am a newbie to UE. I am using it to showcase architectural designs in VR so my levels are pretty basic with just a couple of blueprints and it is all based on the FPS template albeit with the gun made invisible! I have packaged the game for Winx64 but it crashes not long (5s) after opening. I have visual studio installed and can run the debugger but I’m not really sure what I am looking for. Is there anyway of getting the game debugged by someone externally that knows what they are looking at?

I am running a brand new MSI GT73VR laptop with all the latest drivers/programs etc.

Cheers
Gavin

Hello Gavin,

Are you using the FirstPersonCharacter BP with the default Gun asset that is included in the First Person Template? If so, could you ensure that settings such as Hidden in Game, Visibility, Owner No See, Only Owner See, have been set correctly for this mesh for your particular set up.

As far as the crash goes, could you post the log from one of the sessions where this crash occurred? If you’re packaging for development, you should be able to find the logs inside of the packaged game’s directory under Saved / Logs.

Do either of these issues (the missing gun or the crash) occur when you’re not running the project in VR? Are you able to reproduce either of these issues in a fresh project based off the First Person Template?

Hi Matthew,

Thanks for taking your time helping me out with this. I’m not expecting it to be too difficult to sort I just don’t know where to start looking!

I have copied the crash report below. Let me know if any of the other reports in the crash folder are needed.

I did have the gun & arms set to invisible so reversed that for this build but the crash still happened.

The game loads and I am able to walk/look around for 5s before the crash happens. In this crash instance I didn’t have VR running but the crash happened the same way when I have launched into VR on previous runs.

I did try to package the FPS clean template but had some issues at packing stage. I will try again today. it will just be some settings that I need to get right for that. I will let you know how I get on.

Thanks again for your time. I am coming to the from an architecural drafting background so the UE4 modelling aspects I’m o.k. with but on the programming debugging side I’m lost!

Cheers
Gavin

MachineId:47FB8CF74295BA40FA75518269575FC4
EpicAccountId:eca978a632aa44e480a48afa7bd31092

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

ExampleTemplate!FMallocBinned::GetAllocationSize()
ExampleTemplate!FMallocPoisonProxy::Free()
ExampleTemplate!FMemory::Free()
ExampleTemplate!FTextureInstanceState::~FTextureInstanceState()
ExampleTemplate!FTextureInstanceState::`vector deleting destructor’()
ExampleTemplate!FAsyncTextureStreamingData::Init()
ExampleTemplate!FStreamingManagerTexture::UpdateThreadData()
ExampleTemplate!FStreamingManagerTexture::UpdateResourceStreaming()
ExampleTemplate!FStreamingManagerCollection::UpdateResourceStreaming()
ExampleTemplate!FStreamingManagerCollection::Tick()
ExampleTemplate!UGameEngine::Tick()
ExampleTemplate!FEngineLoop::Tick()
ExampleTemplate!GuardedMain()
ExampleTemplate!GuardedMainWrapper()
ExampleTemplate!WinMain()
ExampleTemplate!__scrt_common_main_seh() [f:\dd\vctools\crt\vcstartup\src\startup\exe_common.inl:253]
kernel32
ntdll

Thank you for that information. The main error there does give us some information.

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

This message means that a null variable is referenced. This is likely a pointer that is being referenced while not pointing to anything. It seems like it may be related to FMallocPoisonProxy which sounds like something local to your project. Are there any other people working on your project or any other templates or marketplace assets that you’re including that could be causing this?

Hi Matthew,

I had noticed when building that the following static mesh actors had shown up as having null values. I had removed them from the plan/assets but one of the sinks remained in my content which I will now remove and repackage/check.

The list attached also shows up static mesh actors which I had removed from plan and content but is there somewhere else I need to clean them out from so they don’t show up on this message log?

The particular mesh in question was a sink that I had imported from archicad which obviously had an issue as the sink trough was only visible when looking from underneath. It was working o.k. when playing game in the editor but as you mentioned may be causing issues in a packaged game.

Will repackage now and let you know how I get on.

Cheers
Gavin

112465-null+values.png

No luck on the repackaged game with sink removed from content. Same crash & error.

Hi Matthew,

Success!!! I was reading one of your other responses and you mentioned the substance plugin so I disabled that and it solved my problem. Yay!!!
Will just have to go without substance for the time being.

Thanks
Gavin

I’m glad to hear that you were able to solve the problem. If you do wish to use the Substance plugin in the future, I would suggest contacting the developer of that plugin for further assistance with the issues it’s causing.