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UE4.18.0 Access violation - code c0000005 (first/second chance not available)

I get this crash report while playing the game that I am working on. Never had it in UE 4.16 but after migrating to 4.18.0 this sometimes pops up and I am not able to isolate the issue that makes it crash. Anybody has an idea where to look as it all seems to be in the core and something to do with navigation? Could this be a 4.18 bug?

 Access violation - code c0000005 (first/second chance not available)
 
 UE4Editor_InputCore!FKey::FKey()
 UE4Editor_Slate!FKeyEvent::GetKey() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\slatecore\public\input\events.h:407]
 UE4Editor_Slate!FNavigationConfig::GetNavigationDirectionFromAnalogInternal() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\slate\private\framework\application\navigationconfig.cpp:81]
 UE4Editor_Slate!FNavigationConfig::GetNavigationDirectionFromAnalog() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\slate\private\framework\application\navigationconfig.cpp:59]
 UE4Editor_Slate!FSlateApplication::GetNavigationDirectionFromAnalog() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:2003]
 UE4Editor_SlateCore!SWidget::OnAnalogValueChanged() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\slatecore\private\widgets\swidget.cpp:239]
 UE4Editor_SlateCore!SWidget::SlatePrepass() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\slatecore\private\widgets\swidget.cpp:492]
 UE4Editor_Slate!PrepassWindowAndChildren() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:1343]
 UE4Editor_Slate!FSlateApplication::DrawPrepass() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:1391]
 UE4Editor_Slate!FSlateApplication::PrivateDrawWindows() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:1433]
 UE4Editor_Slate!FSlateApplication::DrawWindows() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:1190]
 UE4Editor_Slate!FSlateApplication::TickApplication() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:1777]
 UE4Editor_Slate!FSlateApplication::Tick() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:1595]
 UE4Editor!FEngineLoop::Tick() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\launch\private\launchengineloop.cpp:3378]
 UE4Editor!GuardedMain() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\launch\private\launch.cpp:166]
 UE4Editor!GuardedMainWrapper() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:134]
 UE4Editor!WinMain() [d:\build\++ue4+release-4.18+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:253]
 kernel32
 ntdll


Thanks in advance.

Product Version: UE 4.18
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asked Nov 02 '17 at 04:39 PM in Bug Reports

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TimothyBrake
51 2 7 10

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Hi TimothyBrake,

We currently have this issue in our database, however, we are looking for a way to reproduce it internally. If you could provide a zipped up project that we could use to reproduce the crash, or reproduce it in a clean project and provide us with a list of detailed repro steps, that would be helpful as we work towards getting this issue resolved:

https://issues.unrealengine.com/issue/UE-51883

Thank you

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answered Nov 02 '17 at 04:59 PM

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Sean L ♦♦ STAFF
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avatar image TimothyBrake Nov 05 '17 at 03:43 PM

Hi, thank you for your response. However I am unable for now to provide a zipped version of my product. It seems to happen random so I am unsure as to when it happens. It seemed to happen more often when there are a lot of characters on screen moving towards the player and playing in the VR Preview. I just had the issue when there are no characters yet on screen though... What I can say is that the issue is not there when playing the game with a shipping build.

I hope this can help... even if it is only a small bit.

Kind regards, T

avatar image Sean L ♦♦ STAFF Nov 08 '17 at 08:24 PM

Thank you for the information, if you come across anything further feel free to update the thread.

avatar image nynjed Dec 04 '17 at 03:19 PM

Hi, have this issue too (same call stack). It happen random too, but maybe I have some hints to reproducing issue. My project targeting VR. I use Windows 10 with that buggy Fall update. VS 2015 Community edition.

This crash has higher chance to occur when during testing of some mechanics I need quickly many times press and release GRIP on one of Vive controllers.

Sometimes I have another crashes where callstack at higher part identical, including FSlateApplication::PrivateDrawWindows, but ended at FSlateRHIRenderer::DrawWindows_Private line 1072

avatar image Sean L ♦♦ STAFF Dec 04 '17 at 03:22 PM

Thanks for the additional info, let us know if you are able to narrow it down any further in the future. Any information helps us reproduce it internally.

Thanks

avatar image Veseliy Dec 05 '17 at 01:24 PM

As I have replied in the other thread, I have the same problem. Not sure if it will help, I have an almost standard VRTemplate locomotion system, except that I removed the look rotation with the touchpad. Everything is static in my scene when crash happens. (some GPU particles are floating in the scene, not many, less than 1000 in total).

For me the issue is completely random. But it seems more prone to occur when I teleport often, especially when teleport destination is not correct(e.g. when you point out of allowed area, the arc disappears and you let loose the touchpad).

Since I have another, not related to this, bug, with the build, I am playing with VRPreview.

Running on windows 10 (got the issue on 2 different OS builds). HTC Vive (3 different sets), latest update of SteamVR on both machines. Engine version 4.18.1 Although the project went through whole lot of upgrading, first version was made in 4.12, and upgraded through every engine build.

I will try to strip up my project from confidential data and upload for you to test tomorrow.

UPD: I just had it crashed again on a Lenovo P71 laptop with Nvidia P5000, also Win 10, 10.0.16299. Other 2 computers I mentioned run 1080 and 1080 Ti.

avatar image TimothyBrake Dec 05 '17 at 02:32 PM

Hi, I am not teleporting anywhere (at least not at the point the exception occurs). My game is spawning many enemies at a random location inside a box-volume. The box is above a landscape but I cannot guarantee that the spawn-box is always above the landscape as the landscape has hills and pits. Maybe something to do with setting actor location that sometimes reaches an edge-case that causes an exception. Strange that the exception does not occur when playing a release build. Hope this helps in finding the bug.

avatar image Veseliy Dec 05 '17 at 01:48 PM

Here's the log from the crash, if you could give me an email I can send you the dump from attached to process Visual studio 2017 (seems I cannot upload .dmp to the forum)

link text

crash.log (10.9 kB)
avatar image TimothyBrake Dec 05 '17 at 12:53 PM

What I can tell you about my game and system:

  • a game in VR using the Vive headset in development

  • I use the VR Preview to test the game

  • Windows 10 Pro version 1703 OS Build 15063.726

  • 64-bit

  • Intel(R) Core(TM) i7-5930K CPU @ 350GHz

  • 16GB RAM

  • Graphic card NVIDIA GeForce GTX 980

  • Samsung SSD PRO

  • Motherboard ASRock X99X Killer

Hope this helps a bit.

avatar image t4k4sh1 Dec 10 '17 at 08:34 AM

Getting the same crash. It seems to occur when the navmesh is being scanned by teleporter. The teleporter BP I am using is modified version of the template.

VIVE, Win10 and GTX1060.

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