Exception_Access_Violation reading address 0x00000018 when packaging game

Hey,

I’ve had a quite similar problem in the beginning of January in this post and I could fix the problem. Now, when packaging my game, it fails with the error stated above.

I could narrow the problem down to the same level that used to cause the problem back then, but I don’t have any clue what this time could cause the trouble because in the Editor everything works just fine.

Could you please provide any help?

Here are the log files:

Log 1

Log 2

Hi,

Your output log looks like it’s processing a large number of extraneous files not relevant to your finished product. I suggest cleaning up your project by following the solution on this link:

How to include only used assets in your Package?

Also, before packaging, be sure to:

  1. Run a map check on each level and correct any errors listed
  2. Right-Click on the Contents folder and choose “fix up redirectors in folder”
  3. Save all
  4. In the Engine Install directory, deleted the Derived data Cache folder

Perform all the steps above, then try to repackage. Provide a new Output log if it does not succeed.

Thanks,

.

Hey ,

thank you for your reply. I already moved my files to a new project as described in your link to get rid of all unused files.

How exactly do you run a map check, though? Always thought a map check is automatically done when you open your map, which never showed any errors.

Okay, I’ve performed all the tasks from above and it fails again.

Log1

Log2

The map check didn’t show any errors, the fix up redirectors in folder didn’t do anything either as I’ve performed it before I tried to package it the first time, well, the save, it didn’t show me anything but I’ve pressed save anyways, so I assume, the editor saved everything and after deleting the cache folder the editor was building the shaders again.

Thanks for your help :slight_smile:

maybe I should add that it works without the level from my other post, so I assume the error somewhere in this level, but I have no clue what could cause the trouble as the editor doesn’t show any errors

To access map check, select the down arrow on the build button. Map check will be listed at the bottom. Run a map check for each level.

Apart from what you’ve mentioned above, do you have any other ideas that might help solving my problem? The logs in the file don’t help me a lot on this thing as I don’t even know where it fails exactly. It just reports suddenly “now I failed”

In order to narrow things down, try migrating just the problem level (and associated assets + player and player start for testing) to a blank project for troubleshooting purposes. If you are able to do this successfully to the point you can play the level, try packaging the level and post the Output log from that level here. -Also, what platform are you packaging for?

Hey, thanks for your reply. I’ve tried to narrow the problem down. If I export and package each level separately I don’t get any errors and I even can play the packed version. That’s no solution, though, since it breaks the game navigation as one level is the main menu and other levels are some sort of mini games launched in the main menu (it’s a VR Game). If I bundle the levels, it fails with the same error as usual. I’m trying to package for a Windows 32 bit platform.

Here are the logs:
UAT-Log
cook-log

So if the level in question does not cause issues nor the standalone sub levels, it would appear that there is a problem in the Blueprints/Codes regarding transitioning between levels…

On the following AnswerHub post, the user is experiencing a similar Error to yours: Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address

“…it appears that it is trying to the game mode before it has been loaded which is causing the issue.”

Please review this thread and see if the solution is applicable to your project.

Hey,

yes, I know, that’s the post I’ve linked in my initial question above and in that post I was requested to open a new post (this post). Since it’s the same project it was definitely applicable as it has solved my problem with the editor before. Now, an error occurs within the automation tool, but only if I try to package all levels at once. And it’s the CastleDefender level that causes the problem. I could identify this level by adding one level after another and packaging the project again. Once I’ve added this Level it didn’t package successfully anymore.

I can’t even tell from the logs where it fails because it just prints the last successful asset and then I receive the message that something went wrong. I’m not even sure whether it’s the same asset every time. I just don’t know what’s at the given address, because I don’t have any debug symbols of the engine (I assume it’s an exception thrown by some code in the engine as it’s quite close to address 0)

Hey-

This issue appears to be related to your CDGameMode blueprint as well. Using the sample project you provided for the other issue you linked, I found that by removing the blueprint from the project it did not run into this issue when packaging. Given both issues relevance to the game mode blueprint, it is likely that the blueprint was corrupted at some point. I would try creating a new blueprint and copy the functionality over, then remove the original CDGameMode blueprint from the project. You will also have to update any places that use/reference your CDGameMode.

Hey,

thanks for your reply, I’ll try this and get back to you. However, since I have to finish my report first, it will probably be at some point after next week.

Hey,

I removed the old game mode and created a new one but the packaging process is still failing at the same stage with the same error.

Would be great if you could give some last advice before Wednesday, because then I have to submit my thesis

Thanks for your help :slight_smile:

Hey-

Can you confirm if the project does package for you if you remove the game mode blueprint? If it does package, then the issue may be with how the blueprint is setup. If it doesn’t package, let me know what errors you get instead.

Hey, thanks, i’ll give it a try, hang on

Hey, I could narrow it down to the same code part as last time. Last time I fixed it by adding an “Is Valid” node and then it worked for the editor.

Without this part, the game doesn’t stop and since I have to hand in my thesis in a few hours there’s not much time for a fix (wouldn’t be a big problem if I can’t hand in the binaries as long as the editor project works)

Do you think, an additional blueprint that handles this particular part of the FrontGate code would fix the problem or would it just shift it to the other blueprint?

nah, by adding a component that deals with the functionality, the whole project doesn’t package anymore.

I wonder, what’s so special about this FrontGate Actor. Is it really just the build order that causes all the trouble? If so, how can I overcome this?

managed to solve the problem by using an event dispatcher. Could package my game now. Thank you