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Validation causes Crash

Working with pointers in Unreal, I quickly got into the habit of validating them before using them. In a project with lots of spawned and deleted Actors the validation itself crashes my game. How would I resolve this?

 TArray<AActor*> SpawnedActors = {...};
 for (size_t i = 0; i < SpawnedActors.Num(); i++)
     if (!SpawnedActors[i]) continue;
     if (!SpawnedActors[i]->IsValidLowLevel()) continue;
     if (!IsValid(SpawnedActors[i])) continue;        // <-- This sometimes causes a crash!
     if (SpawnedActors[i]->IsPendingKill()) continue;
     if (SpawnedActors[i]->IsActorBeingDestroyed()) continue;

Thank you and best regards, Simon

Product Version: UE 4.21
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asked Mar 06 '19 at 07:49 AM in C++ Programming

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avatar image Raumgleiter Mar 06 '19 at 10:30 AM

Adding the actual crash message:

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

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I've added UPROPERTY() to the variable.I'll mark this as answered if further testing shows that the crash is gone.

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answered Mar 06 '19 at 12:59 PM

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