UnhandledException:EXCEPTION_ACCESS_VIOLATION writing address 0x00000000000000c0

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??

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?

So it can tell the actor to move

CryptRaider/Source/CryptRaider/TriggerComponent.cpp · main · GameDev.tv / Unreal 5 CPP / Crypt Raider · GitLab

and on line 38 and yes.

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 :joy:

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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.

Could you show that blueprint?

Yes sure,

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)


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

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