[Crash] Unknown Exception - First/Second chance

Hi does anyone know what is this first/second chance crash.

I’m getting tonnes of these while doing reparenting or active class redirector.

It works fine until one small change u did while doing blueprint causes this.
The worse part about this error is. After it occur, even if you undo the changes it will happen again.

One example is trying to switch movement component via code to a blueprint you already created.
After recompiling the MovementComponent will sometimes not show to the new component and crash with this error. After that, it will continuosly crash with these errors.

!Id:ea4253df2fefb57712c7100a0832c835

Unknown exception - code 00000001 (first/second chance not available)

KERNELBASE.dll

KERNELBASE + 37901 bytes
UE4Editor_Core + 2998748 bytes
UE4Editor_Core + 1620298 bytes
UE4Editor_CoreUObject + 1506575 bytes
UE4Editor_CoreUObject + 1616244 bytes
UE4Editor_Engine + 4833639 bytes
UE4Editor_Engine + 5146978 bytes
UE4Editor_Engine + 6046244 bytes
UE4Editor_Engine + 6014572 bytes
UE4Editor_Engine + 2285246 bytes
UE4Editor_ProjectCombine!APCCharacter::PostInitializeComponents() + 15 bytes [c:\users\jnj\documents\unreal projects\projectcombine\source\projectcombine\private\pccharacter.cpp:56]
UE4Editor_Engine + 5128969 bytes
UE4Editor_Engine + 9191827 bytes
UE4Editor_UnrealEd + 3379914 bytes
UE4Editor_UnrealEd + 3559898 bytes
UE4Editor_UnrealEd + 3495136 bytes
UE4Editor_UnrealEd + 3562059 bytes
UE4Editor_UnrealEd + 1462885 bytes
UE4Editor_UnrealEd + 5375494 bytes
UE4Editor!FEngineLoop::Tick() + 3555 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.2\engine\source\runtime\launch\private\launchengineloop.cpp:2091]
UE4Editor!GuardedMain() + 476 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.2\engine\source\runtime\launch\private\launch.cpp:132]
UE4Editor!GuardedMainWrapper() + 26 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.2\engine\source\runtime\launch\private\windows\launchwindows.cpp:125]
UE4Editor!WinMain() + 249 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.2\engine\source\runtime\launch\private\windows\launchwindows.cpp:207]
UE4Editor!__tmainCRTStartup() + 329 bytes [f:\dd\vctools\crt\crtw32\dllstuff\crtexe.c:618]

This is very very very very annoying. It has put a full halt on everything we’re trying to do.

Please . I hope someone can either give a solution or a workaround this.
This crash isn’t helpful. The blueprint is fully compiled with no errors. And the crash has no mention of what’s causing it. Everything mentioned on the crash is just random stuff.

Hi ,

Have you been able to reproduce this in a clean project with no additional code or content?

I have not tried, but without the error message telling me what exactly is wrong, its going to take a long step to reproduce.

I haven’t got around to try it. But one of the ways we got this was by changing a movement component to a parent class of a blueprint. E.g goto shootergame, change the movement component of ShooterCharacter via code. Compile both C++ and Blueprint.

Then blueprint should now crash it.

But the error isn’t limiting just to ShooterGame, we’ve opened a new project and is not encountering this issue while trying to move over other types of blueprint ( without movement component )

I’ve been looking around the forum, I think this is a similar problem with this.

When a blueprint extends from a class and you change the component via code ( remove or change ) .
The blueprint will not pickup the change, but instead crash when attempting to access the component page.

In my case, i just caught the culprit, which is the AIController. I am not able to enter the component page at all ( I changed component via code )

Can you clarify what you mean with the changes you made? Thank you!

I tried 2 type of changes,

  1. Character’s movement component : I made a C++ class with def movement component. I proceed to make a blueprint based of this. Then I go back to my C++ class to change the movement component to a custom one ( a new one I make ). After doing this. trying to move using this character would crash the game. If I re-save the blueprint, same thing would happen. In fact after saving the BP, going back to C++ class to restore the original component would still cause it to crash.

  2. AI Component : The AI Component in shooter game has 2 component that is not placeable via blueprint. It’s the behvaiortree component and blackboard component. You can find these at the constructor of ShooterAiController. I copied these components:

    BlackboardComp = PCIP.CreateDefaultSubobject(this, TEXT(“BlackBoardComp”));

    BehaviorComp = PCIP.CreateDefaultSubobject(this, TEXT(“BehaviorComp”));

If you make an AIController with these in contructor. Create a BP with it, save it. And then proceed to remove these components via C++. After that, accessing the BP’s component page would crash. This is currently happening to me. If I put these component back, it will load fine.

Hi ,

Does this sound similar to what you have been experiencing?

Yes a very similar issue. Except that I’m facing it on more than charactermovement component. I’m going to follow that thread and see if there’s any solution to it.

Hi ,

Please let me know if the above link assists you. Have a great day!

yeah it did assist me. But i coudln’t completely solve it. But i’ll continue to follow that thread for the solution