Editor Crash while playing

I get an error when I’m playing my game and I try to interact a second time on the same object I get the error below.
The blueprint that seems not working is this part :

I said ‘seems’ because the error occurs not all the time, I’ll says 1/10 times and after 5minutes of play, but if I remove the exec on this part I can’t reproduce the error.

I already try to delete data in AppData, play a package build, remove ‘saved’ and intermediate folders, build everything again, cook the content, etc.

Could someone help me please to debug this ?

My unreal engine version is Version: 4.15.1-3348071+++UE4+Release-4.15. My Game Is blueprint only, with no plugins.

The error I get when the editor crash:

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

UE4Editor_CoreUObject!UObjectPropertyBase::Identical() [d:\build++ue4+release-4.15+compile\sync\engine\source\runtime\coreuobject\private\uobject\propertybaseobject.cpp:63]
UE4Editor_Engine!FScriptSet::Find() [d:\build++ue4+release-4.15+compile\sync\engine\source\runtime\core\public\containers\set.h:1458]
UE4Editor_Engine!FScriptSet::Add() [d:\build++ue4+release-4.15+compile\sync\engine\source\runtime\core\public\containers\set.h:1472]
UE4Editor_Engine!FScriptMap::Add() [d:\build++ue4+release-4.15+compile\sync\engine\source\runtime\core\public\containers\map.h:1438]
UE4Editor_Engine!FScriptMapHelper::AddPair() [d:\build++ue4+release-4.15+compile\sync\engine\source\runtime\coreuobject\public\uobject\unrealtype.h:3310]
UE4Editor_Engine!UBlueprintMapLibrary::GenericMap_Add() [d:\build++ue4+release-4.15+compile\sync\engine\source\runtime\engine\private\blueprintmaplibrary.cpp:10]
UE4Editor_Engine!UBlueprintMapLibrary::execMap_Add() [d:\build++ue4+release-4.15+compile\sync\engine\source\runtime\engine\classes\kismet\blueprintmaplibrary.h:128]
UE4Editor_CoreUObject!UFunction::Invoke() [d:\build++ue4+release-4.15+compile\sync\engine\source\runtime\coreuobject\private\uobject\class.cpp:4525]
UE4Editor_CoreUObject!UObject::CallFunction() [d:\build++ue4+release-4.15+compile\sync\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:721]
UE4Editor_CoreUObject!UObject::ProcessContextOpcode() [d:\build++ue4+release-4.15+compile\sync\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:2149]
UE4Editor_CoreUObject!UObject::execLetBool() [d:\build++ue4+release-4.15+compile\sync\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:2064]
UE4Editor_CoreUObject!UObject::ProcessInternal() [d:\build++ue4+release-4.15+compile\sync\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:948]
UE4Editor_CoreUObject!UObject::CallFunction() [d:\build++ue4+release-4.15+compile\sync\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:845]
UE4Editor_CoreUObject!UObject::execVirtualFunction() [d:\build++ue4+release-4.15+compile\sync\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:2255]
UE4Editor_CoreUObject!UObject::ProcessInternal() [d:\build++ue4+release-4.15+compile\sync\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:948]
UE4Editor_CoreUObject!UObject::CallFunction() [d:\build++ue4+release-4.15+compile\sync\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:845]
UE4Editor_CoreUObject!UObject::execVirtualFunction() [d:\build++ue4+release-4.15+compile\sync\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:2255]
UE4Editor_CoreUObject!UObject::ProcessContextOpcode() [d:\build++ue4+release-4.15+compile\sync\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:2149]
UE4Editor_CoreUObject!UObject::ProcessInternal() [d:\build++ue4+release-4.15+compile\sync\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:948]
UE4Editor_CoreUObject!UObject::CallFunction() [d:\build++ue4+release-4.15+compile\sync\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:845]
UE4Editor_CoreUObject!UObject::execVirtualFunction() [d:\build++ue4+release-4.15+compile\sync\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:2255]
UE4Editor_CoreUObject!UObject::ProcessInternal() [d:\build++ue4+release-4.15+compile\sync\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:948]
UE4Editor_CoreUObject!UFunction::Invoke() [d:\build++ue4+release-4.15+compile\sync\engine\source\runtime\coreuobject\private\uobject\class.cpp:4525]
UE4Editor_CoreUObject!UObject::ProcessEvent() [d:\build++ue4+release-4.15+compile\sync\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:1318]
UE4Editor_Engine!AActor::ProcessEvent() [d:\build++ue4+release-4.15+compile\sync\engine\source\runtime\engine\private\actor.cpp:678]
UE4Editor_Engine!FInputActionHandlerDynamicSignature::Execute() [d:\build++ue4+release-4.15+compile\sync\engine\source\runtime\engine\classes\components\inputcomponent.h:108]
UE4Editor_Engine!FInputActionUnifiedDelegate::Execute() [d:\build++ue4+release-4.15+compile\sync\engine\source\runtime\engine\classes\components\inputcomponent.h:204]
UE4Editor_Engine!UPlayerInput::ProcessInputStack() [d:\build++ue4+release-4.15+compile\sync\engine\source\runtime\engine\private\userinterface\playerinput.cpp:1243] UE4Editor_Engine!APlayerController::ProcessPlayerInput() [d:\build++ue4+release-4.15+compile\sync\engine\source\runtime\engine\private\playercontroller.cpp:2376]
UE4Editor_Engine!APlayerController::TickPlayerInput() [d:\build++ue4+release-4.15+compile\sync\engine\source\runtime\engine\private\playercontroller.cpp:4051]
UE4Editor_Engine!APlayerController::PlayerTick() [d:\build++ue4+release-4.15+compile\sync\engine\source\runtime\engine\private\playercontroller.cpp:2039]
UE4Editor_Engine!APlayerController::TickActor() [d:\build++ue4+release-4.15+compile\sync\engine\source\runtime\engine\private\playercontroller.cpp:4133]
UE4Editor_Engine!FActorTickFunction::ExecuteTick() [d:\build++ue4+release-4.15+compile\sync\engine\source\runtime\engine\private\actor.cpp:125]
UE4Editor_Engine!FTickFunctionTask::DoTask() [d:\build++ue4+release-4.15+compile\sync\engine\source\runtime\engine\private\ticktaskmanager.cpp:269]
UE4Editor_Engine!TGraphTask::ExecuteTask() [d:\build++ue4+release-4.15+compile\sync\engine\source\runtime\core\public\async\taskgraphinterfaces.h:883]
UE4Editor_Core!FNamedTaskThread::ProcessTasksNamedThread() [d:\build++ue4+release-4.15+compile\sync\engine\source\runtime\core\private\async\taskgraph.cpp:954]
UE4Editor_Core!FNamedTaskThread::ProcessTasksUntilQuit() [d:\build++ue4+release-4.15+compile\sync\engine\source\runtime\core\private\async\taskgraph.cpp:701]
UE4Editor_Core!FTaskGraphImplementation::WaitUntilTasksComplete() [d:\build++ue4+release-4.15+compile\sync\engine\source\runtime\core\private\async\taskgraph.cpp:1798]
UE4Editor_Engine!FTickTaskSequencer::ReleaseTickGroup() [d:\build++ue4+release-4.15+compile\sync\engine\source\runtime\engine\private\ticktaskmanager.cpp:538]
UE4Editor_Engine!FTickTaskManager::RunTickGroup() [d:\build++ue4+release-4.15+compile\sync\engine\source\runtime\engine\private\ticktaskmanager.cpp:1450]
UE4Editor_Engine!UWorld::RunTickGroup() [d:\build++ue4+release-4.15+compile\sync\engine\source\runtime\engine\private\leveltick.cpp:758]
UE4Editor_Engine!UWorld::Tick() [d:\build++ue4+release-4.15+compile\sync\engine\source\runtime\engine\private\leveltick.cpp:1373]
UE4Editor_UnrealEd!UEditorEngine::Tick() [d:\build++ue4+release-4.15+compile\sync\engine\source\editor\unrealed\private\editorengine.cpp:1630]
UE4Editor_UnrealEd!UUnrealEdEngine::Tick() [d:\build++ue4+release-4.15+compile\sync\engine\source\editor\unrealed\private\unrealedengine.cpp:391]
UE4Editor!FEngineLoop::Tick() [d:\build++ue4+release-4.15+compile\sync\engine\source\runtime\launch\private\launchengineloop.cpp:3025]
UE4Editor!GuardedMain() [d:\build++ue4+release-4.15+compile\sync\engine\source\runtime\launch\private\launch.cpp:166]
UE4Editor!GuardedMainWrapper() [d:\build++ue4+release-4.15+compile\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:134]
UE4Editor!WinMain() [d:\build++ue4+release-4.15+compile\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:210]
UE4Editor!__scrt_common_main_seh() [f:\dd\vctools\crt\vcstartup\src\startup\exe_common.inl:264]
kernel32
ntdll

Also on the logs I get this :

[2017.05.01-21.57.13:662][645]LogScript:Warning: FLatentActionManager::ProcessLatentActions: CallbackTarget is None.
[2017.05.01-21.57.34:125][ 21]LogScript:Warning: FLatentActionManager::ProcessLatentActions: CallbackTarget is None.
[2017.05.01-21.57.48:598][706]LogScript:Warning: FLatentActionManager::ProcessLatentActions: CallbackTarget is None.
But I don’t know if it’s linked or where this come from.

Hello,

I was unable to reproduce the issue you are experiencing. I have a couple questions to help narrow down the issue you are experiencing.

  1. Does this issue occur with one blueprint, or does this happen with other blueprints in your project?
  2. Does this issue occur in a packaged version of your project?

Thanks!

Hello ,

1.This happens on the level blueprint only.
2.This occurs while playing inside the editor and also on a package version.

Thanks for helping me !

I was still unable to reproduce this issue, could you send me a project where this issue occurs? You can message me privately on the forums here:

Hello,

In the line that crashed you have

if (!bResult && ObjectA->GetClass() == ObjectB->GetClass())

One of these objects could be null. When the GetClass() function gets called, it’s reaching into a null pointer, causing the Access Violation.

Let me know if this does not help your issue

Hello,

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.