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[4.14.3] Odd TickActor crash

Honestly not sure if this is actually a UE4 bug or not but:

I packaged my project in shipping mode, with debug files, and let it run overnight. The level I was testing was setup so AI would just endlessly spawn in(up to a max count). The idea was to test if the program could last that long without problems.

I awoke the next morning(~9 hours later) to a crash notification:

(crash files creation time was only 2 hours after I started the run)

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

 OrtCloud_Win64_Shipping!AOrtCloudGameMode_FleetBrawl::Tick() [f:\documents\unreal projects\ortcloud3\source\ortcloud\ortcloudgamemode_fleetbrawl.cpp:2414]
 OrtCloud_Win64_Shipping!AActor::TickActor()
 OrtCloud_Win64_Shipping!FTickFunctionTask::DoTask()
 OrtCloud_Win64_Shipping!TGraphTask<FTickFunctionTask>::ExecuteTask()
 OrtCloud_Win64_Shipping!FNamedTaskThread::ProcessTasksNamedThread()
 OrtCloud_Win64_Shipping!FNamedTaskThread::ProcessTasksUntilQuit()
 OrtCloud_Win64_Shipping!FTaskGraphImplementation::WaitUntilTasksComplete()
 OrtCloud_Win64_Shipping!FTickTaskSequencer::ReleaseTickGroup()
 OrtCloud_Win64_Shipping!FTickTaskManager::RunTickGroup()
 OrtCloud_Win64_Shipping!UWorld::Tick()
 OrtCloud_Win64_Shipping!UGameEngine::Tick()
 OrtCloud_Win64_Shipping!FEngineLoop::Tick()
 OrtCloud_Win64_Shipping!GuardedMain()
 OrtCloud_Win64_Shipping!GuardedMainWrapper()
 OrtCloud_Win64_Shipping!WinMain()
 OrtCloud_Win64_Shipping!__scrt_common_main_seh() [f:\dd\vctools\crt\vcstartup\src\startup\exe_common.inl:255]
 kernel32
 ntdll

The line with *** is the line the call stack is pointing too:

 GameStatus = -1
 ...
 DBInt1 = 0;
 int32 TempCCount = 0;
 for (size_t t = 0; t < CommandCarriers.Num(); t++)
 {
    ***if (CommandCarriers.IsValidIndex(t) && IsValid(CommandCarriers[t]))
     {
         TempCCount++;
         DBInt1++;
     } else if (CommandCarriers.IsValidIndex(t) && !IsValid(CommandCarriers[t]))
     {
         if (GameStatus >= 0)
         {
             HandleAISpawns(t+1);
         }
     }
 }

What confuses me is that I don't see anything in my code that could potentially be an Access violation. Am I correct in this conclusion, or am I missing something?

Product Version: UE 4.14
Tags:
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asked Oct 16 '17 at 10:20 AM in Bug Reports

avatar image

Erdrik
418 47 52 73

avatar image Moss Oct 16 '17 at 12:45 PM

Try setting a breakpoint

avatar image Erdrik Oct 16 '17 at 12:51 PM

... How do I do that on a packaged project build?

avatar image Moss Oct 16 '17 at 02:59 PM

Package it in debug mode or development and attach your VS instance.

avatar image Erdrik Oct 16 '17 at 03:20 PM

Ok, I can build in Dev mode, but Im not sure how to "attach my VS Instance". Is there a link to how to do that?

Or do you mean to start the editor from VS debug mode, and package the project while in that mode?

avatar image Moss Oct 16 '17 at 07:23 PM

In the debug menu select Attach to Process.

Attach to process menu option

attach.png (4.2 kB)
avatar image Erdrik Oct 16 '17 at 08:03 PM

Ah. Thank you, that will be helpful for debugging builds.

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