I keep crashing while trying to test level

I was doing fine. My limited experience aside, I mean. I am taking a class that explains it and seem to be catching on well enough but I just added some components to a level and when I try to “play” it I get a fatal error. It did not happen until I made the changes. I copied the error file so if anyone can help it would be great.

MachineId:284E3D4C4858CBE2E808B6BD88DD3399
EpicAccountId:ef80ea24ccd440479d9456400eb2e2ea

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

UE4Editor_Engine!AActor::IsOverlappingActor() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\engine\private\actor.cpp:1196]
UE4Editor_BuildingEscape_629!UOpenDoor::TickComponent() [c:\users\andrew\documents\repos\03_buildingescape\buildingescape\source\buildingescape\opendoor.cpp:45]
UE4Editor_Engine!FActorComponentTickFunction::ExecuteTickHelper< >() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\engine\classes\gameframework\actor.h:2950]
UE4Editor_Engine!FActorComponentTickFunction::ExecuteTick() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\engine\private\components\actorcomponent.cpp:741]
UE4Editor_Engine!FTickFunctionTask::DoTask() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\engine\private\ticktaskmanager.cpp:256]
UE4Editor_Engine!TGraphTask::ExecuteTask() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\core\public\async\taskgraphinterfaces.h:868]
UE4Editor_Core!FNamedTaskThread::ProcessTasksNamedThread() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\core\private\async\taskgraph.cpp:932]
UE4Editor_Core!FNamedTaskThread::ProcessTasksUntilQuit() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\core\private\async\taskgraph.cpp:679]
UE4Editor_Core!FTaskGraphImplementation::WaitUntilTasksComplete() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\core\private\async\taskgraph.cpp:1776]
UE4Editor_Engine!FTickTaskSequencer::ReleaseTickGroup() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\engine\private\ticktaskmanager.cpp:525]
UE4Editor_Engine!FTickTaskManager::RunTickGroup() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\engine\private\ticktaskmanager.cpp:1437]
UE4Editor_Engine!UWorld::RunTickGroup() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\engine\private\leveltick.cpp:730]
UE4Editor_Engine!UWorld::Tick() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\engine\private\leveltick.cpp:1351]
UE4Editor_UnrealEd!UEditorEngine::Tick() [d:\build\++ue4+release-4.14+compile\sync\engine\source\editor\unrealed\private\editorengine.cpp:1422]
UE4Editor_UnrealEd!UUnrealEdEngine::Tick() [d:\build\++ue4+release-4.14+compile\sync\engine\source\editor\unrealed\private\unrealedengine.cpp:371]
UE4Editor!FEngineLoop::Tick() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\launch\private\launchengineloop.cpp:2859]
UE4Editor!GuardedMain() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\launch\private\launch.cpp:152]
UE4Editor!GuardedMainWrapper() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:126]
UE4Editor!WinMain() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:202]
UE4Editor!__scrt_common_main_seh() [f:\dd\vctools\crt\vcstartup\src\startup\exe_common.inl:264]
kernel32
ntdll

Hey Malice983-

What were the components that you added / the changes you made? If you undo the changes, does the crash still occur? Please provide any information about your project setup that would help me reproduce the crash on my end.

Hey Malice983-

We have not heard back from you in a few days, so we are marking this post as Resolved for tracking purposes. If you are still experiencing the issue you reported, please respond to this message with additional information and we will follow up.

Cheers

Actually I found the problem. It was on my end and it was my procedures. I never assigned anything to my collision. I thought I could leave it blank and then fill it in after I found my default pawn. Since the pawn is not “listed” you need to find it. Hard to do if you need to assign something to the collision to make it work. Crashing seems to be a bad thing, Not starting and a nice error message makes more sense to me. Maybe a fix for that would be in order.