I’ve been seeing people have trouble up to this point I’ve been fine, but now it’s my turn I guess.
Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x0000000000000000
UnrealEditor_CryptRaider!UGrabber::UGrabber() [C:\Users\maver\Documents\Js Games\Unreal Projects\CryptRaider\CryptRaider\Source\CryptRaider\Grabber.cpp:18]
UnrealEditor_CoreUObject
UnrealEditor_CoreUObject
UnrealEditor_CoreUObject
UnrealEditor_CoreUObject
UnrealEditor_Core
UnrealEditor_Core
UnrealEditor_Projects
UnrealEditor_Projects
UnrealEditor
UnrealEditor
UnrealEditor
UnrealEditor
UnrealEditor
UnrealEditor
UnrealEditor
kernel32
ntdll
So for I have:
- Closed the editor
- Deleted Binaries,Saved and Intermediate folders
- Rebuilt from VSCode
- Generate project files
I’d Refresh VS Code if I could get the editor open. Maybe I tried these things in the wrong order or I don’t really understand what they’re doing? <–(guilty)
Here’s the code that seems to have caused it.
#include "Grabber.h"
#include "Engine/World.h"
#include "DrawDebugHelpers.h"
#include "PhysicsEngine/PhysicsHandleComponent.h"
//#include "Math/Color.h"
// Sets default values for this component's properties
UGrabber::UGrabber()
{
// Set this component to be initialized when the game starts, and to be ticked every frame. You can turn these features
// off to improve performance if you don't need them.
PrimaryComponentTick.bCanEverTick = true;
UPhysicsHandleComponent* PhysicsHandle = GetOwner()->FindComponentByClass<UPhysicsHandleComponent>();
if (PhysicsHandle != nullptr)
{
UE_LOG(LogTemp, Display, TEXT("Got Physics Handle: %s"), *PhysicsHandle->GetName());
}
else
{
UE_LOG(LogTemp, Warning, TEXT("Physics Handle is Missing!"));
}
}
It seems to match the code from the video but it also doesn’t seem to be the usual editor/coding environment problem. What foolish thing did I do?