Unhandled Exception : EXCEPTION_ACCESS_VIOLATION writing address 0x00000000000000c0
I was doing , UE5 CryptRaider section and when i try to run the Game After setting up mover and trigger in statue as well as the door ,
I get this crash, Please find the log report attached with this
Hello, can help me with this??
DanM
October 14, 2022, 7:25am
3
Sorry I missed this thread. The mover on your trigger component is most likely nullptr. Are you sure you set it?
Why will the trigger componment have mover? , Mover will be set to the cell door right?
DanM
October 14, 2022, 10:30am
5
In my code i am setting it, just checking all my files against , git repository , to find the error
After matching some changes , as i saw in the mover.cpp file, Now I am getting a crash whenever i try to open Blueprint of secretive wall
New erorrs are here
LoginId:ea40340544cd3ff1cd3c3a8fbba12ce3
EpicAccountId:8acf2ab55d4c4c0989c126b8cafaf966
Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x0000000000000010
UnrealEditor_SubobjectDataInterface!FChildSubobjectDataFactory::ShouldCreateSubobjectData() [D:\build++UE5\Sync\Engine\Source\Editor\SubobjectDataInterface\Private\ChildSubobjectDataFactory.cpp:20]
UnrealEditor_SubobjectDataInterface!FSubobjectFactoryManager::FindFactoryToUse() [D:\build++UE5\Sync\Engine\Source\Editor\SubobjectDataInterface\Public\SubobjectDataFactory.h:98]
UnrealEditor_SubobjectDataInterface!USubobjectDataSubsystem::CreateSubobjectData() [D:\build++UE5\Sync\Engine\Source\Editor\SubobjectDataInterface\Private\SubobjectDataSubsystem.cpp:2531]
UnrealEditor_SubobjectDataInterface!USubobjectDataSubsystem::FactoryCreateSubobjectDataWithParent() [D:\build++UE5\Sync\Engine\Source\Editor\SubobjectDataInterface\Private\SubobjectDataSubsystem.cpp:2565]
UnrealEditor_SubobjectDataInterface!USubobjectDataSubsystem::FactoryCreateInheritedBpSubobject() [D:\build++UE5\Sync\Engine\Source\Editor\SubobjectDataInterface\Private\SubobjectDataSubsystem.cpp:2653]
UnrealEditor_SubobjectDataInterface!USubobjectDataSubsystem::GatherSubobjectData() [D:\build++UE5\Sync\Engine\Source\Editor\SubobjectDataInterface\Private\SubobjectDataSubsystem.cpp:299]
UnrealEditor_SubobjectEditor!SSubobjectEditor::UpdateTree() [D:\build++UE5\Sync\Engine\Source\Editor\SubobjectEditor\Private\SSubobjectEditor.cpp:2459]
UnrealEditor_Kismet!FBlueprintEditor::RefreshEditors() [D:\build++UE5\Sync\Engine\Source\Editor\Kismet\Private\BlueprintEditor.cpp:1024]
UnrealEditor_UnrealEd!UEditorEngine::TeardownPlaySession() [D:\build++UE5\Sync\Engine\Source\Editor\UnrealEd\Private\PlayLevel.cpp:779]
UnrealEditor_UnrealEd!UEditorEngine::EndPlayMap() [D:\build++UE5\Sync\Engine\Source\Editor\UnrealEd\Private\PlayLevel.cpp:280]
UnrealEditor_UnrealEd!UEditorEngine::Tick() [D:\build++UE5\Sync\Engine\Source\Editor\UnrealEd\Private\EditorEngine.cpp:2097]
UnrealEditor_UnrealEd!UUnrealEdEngine::Tick() [D:\build++UE5\Sync\Engine\Source\Editor\UnrealEd\Private\UnrealEdEngine.cpp:474]
UnrealEditor!FEngineLoop::Tick() [D:\build++UE5\Sync\Engine\Source\Runtime\Launch\Private\LaunchEngineLoop.cpp:5215]
UnrealEditor!GuardedMain() [D:\build++UE5\Sync\Engine\Source\Runtime\Launch\Private\Launch.cpp:183]
UnrealEditor!GuardedMainWrapper() [D:\build++UE5\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:147]
UnrealEditor!LaunchWindowsStartup() [D:\build++UE5\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:283]
UnrealEditor!WinMain() [D:\build++UE5\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:330]
UnrealEditor!__scrt_common_main_seh() [d:\a01_work\6\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl:288]
kernel32
ntdll
Blueprint Runtime Error: “Accessed None trying to read property CallFunc_GetComponentByClass_ReturnValue”. Node: Set Mover Graph: EventGraph Function: Execute Ubergraph Dungeon Blueprint: Dungeon
Server logged in
Play in editor total start time 0.221 seconds.
DanM
October 14, 2022, 1:20pm
10
Could you show that blueprint?
DanM
October 24, 2022, 7:22am
12
And your hooded statue is the one with the trigger component?
No the SM_Statue_Stand has MoveTrigger , where as the Mover is with SM_Cell_Side5(Cell Door)
DanM
October 25, 2022, 1:47pm
14
So do you not see the issue with your blueprint? What actor are you trying to get the trigger component on?
Yes , I can I used statue instead of statue stand ,
thanks for pointing this out Dan
system
Closed
October 27, 2022, 12:46pm
16
This topic was automatically closed 24 hours after the last reply. New replies are no longer allowed.