Unreal getting crashed

image

Fatal error: [File:D:\build++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\UObjectGlobals.cpp] [Line: 3548]
FObjectInitializer::Get() can only be used inside of UObject-derived class constructor.

UnrealEditor-CoreUObject.dll!UnknownFunction
UnrealEditor-CoreUObject.dll!UnknownFunction
UnrealEditor-CoreUObject.dll!UnknownFunction
UnrealEditor-CoreUObject.dll!UnknownFunction
UnrealEditor-CoreUObject.dll!UnknownFunction
UnrealEditor.exe!UnknownFunction
UnrealEditor.exe!UnknownFunction
UnrealEditor.exe!UnknownFunction
UnrealEditor.exe!UnknownFunction
UnrealEditor.exe!UnknownFunction
UnrealEditor.exe!UnknownFunction
UnrealEditor.exe!UnknownFunction
UnrealEditor.exe!UnknownFunction
KERNEL32.DLL!UnknownFunction
ntdll.dll!UnknownFunction

i use this code before this crash occurred

void ATower::CheckFireCondition()
{
    if(Tank==nullptr)
    {
        return;
    }

    FHitResult HitResult;
    FVector StartPoint = ProjectileSpawnPoint->GetComponentLocation();
    FVector EndPoint = StartPoint + ProjectileSpawnPoint->GetForwardVector()*FireRange;
    bool LineTrace = GetWorld()->LineTraceSingleByChannel(HitResult, StartPoint, EndPoint, ECC_WorldDynamic);
    DrawDebugLine(GetWorld(),StartPoint,EndPoint,FColor::Red,true,0.f,0.f,5.f);
    
    if(LineTrace)
    {
        UE_LOG(LogTemp,Warning,TEXT("%s"),*(HitResult.GetActor()->GetName()));
    }


if(Cast<ATank>(HitResult.GetActor())==Tank)
{
    if(InFireRange() && Tank->bAlive)   
    {
        Fire();
    }
}
    
}

What code did you add?

 FHitResult HitResult;
    FVector StartPoint = ProjectileSpawnPoint->GetComponentLocation();
    FVector EndPoint = StartPoint + ProjectileSpawnPoint->GetForwardVector()*FireRange;
    bool LineTrace = GetWorld()->LineTraceSingleByChannel(HitResult, StartPoint, EndPoint, ECC_WorldDynamic);
    DrawDebugLine(GetWorld(),StartPoint,EndPoint,FColor::Red,true,0.f,0.f,5.f);
    
    if(LineTrace)
    {
        UE_LOG(LogTemp,Warning,TEXT("%s"),*(HitResult.GetActor()->GetName()));
    }


if(Cast<ATank>(HitResult.GetActor())==Tank)
{

i used this code and after i compiled it played the game it was working(but not the linetracing logic) ,but suddenly the editor crashes then i removed this code and compiled it again it crashes again
i installed editor Symbols for debugging in unreal engine 5 now this is the whole callstack-

Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0xffffffffffffffff

UnrealEditor_CoreUObject!UStruct::IsChildOf() [D:\build\++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\Class.cpp:2202]
UnrealEditor_CoreUObject!StaticExit() [D:\build\++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\Obj.cpp:4750]
UnrealEditor_CoreUObject!TBaseStaticDelegateInstance<void __cdecl(void),FDefaultDelegateUserPolicy>::ExecuteIfSafe() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Public\Delegates\DelegateInstancesImpl.h:731]
UnrealEditor!TMulticastDelegate<void __cdecl(void),FDefaultDelegateUserPolicy>::Broadcast() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Public\Delegates\DelegateSignatureImpl.inl:967]
UnrealEditor!FEngineLoop::AppPreExit() [D:\build\++UE5\Sync\Engine\Source\Runtime\Launch\Private\LaunchEngineLoop.cpp:6124]
UnrealEditor!FEngineLoop::Exit() [D:\build\++UE5\Sync\Engine\Source\Runtime\Launch\Private\LaunchEngineLoop.cpp:4524]
UnrealEditor!GuardedMain() [D:\build\++UE5\Sync\Engine\Source\Runtime\Launch\Private\Launch.cpp:197]
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

Where do you assign Tank? Also could you show your CheckFireCondition function?



i think after installing ue5 again it’s giving error in every line

Sorry I meant InFireRange. Also use Tools > Refresh VS Code Project.


i’m not able to open unreal editor whenever i try to it gives this pop up and close
image

Never seen that one before. I suggest you delete your Binaries and Intermediate folders and try again.

i tried to delete the binary and intermediate files and rebuilt but again a pop show’s
image

image
it say’s plugin which has been included into the built has not been turned on , what plugin any idea?

Are you able to use the workspace in VS Code via

Ctrl + Shift + B > ProjectNameEditor Platform Development Build.

Where ProjectName is the name of your project and Platform is the platform you’re targeting e.g. Win64


in terminal -

Executing task in folder ToonTanks: Engine\Build\BatchFiles\Build.bat ToonTanksEditor Win64 Development D:\ToonTankProject\ToonTanksProjectSetup_4.22\ToonTanks\ToonTanks.uproject -waitmutex 

The system cannot find the path specified.

 *  The terminal process "C:\WINDOWS\System32\cmd.exe /d /c Engine\Build\BatchFiles\Build.bat ToonTanksEditor Win64 Development D:\ToonTankProject\ToonTanksProjectSetup_4.22\ToonTanks\ToonTanks.uproject -waitmutex" terminated with exit code: 1. 
 *  Terminal will be reused by tasks, press any key to close it. 

Can you right click the uproject file and Generate the project files? If you can re-run that task afterwards.

Also could you explain what you did in between to get that?

yes its built now


i wanted to add editor symbol for debugging but it fails to install so i uninstalled the whole editor and reinstalled

on opening the project it sill giving me this message popup and crashes again -

Assertion failed: IsValidLowLevel() [File:D:\build\++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\Obj.cpp] [Line: 967]

UnrealEditor_CoreUObject!UObject::ConditionalBeginDestroy() [D:\build\++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\Obj.cpp:967]
UnrealEditor_CoreUObject!UnhashUnreachableObjects() [D:\build\++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\GarbageCollection.cpp:2497]
UnrealEditor_CoreUObject!IncrementalPurgeGarbage() [D:\build\++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\GarbageCollection.cpp:1708]
UnrealEditor_CoreUObject!StaticExit() [D:\build\++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\Obj.cpp:4774]
UnrealEditor_CoreUObject!TBaseStaticDelegateInstance<void __cdecl(void),FDefaultDelegateUserPolicy>::ExecuteIfSafe() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Public\Delegates\DelegateInstancesImpl.h:731]
UnrealEditor!TMulticastDelegate<void __cdecl(void),FDefaultDelegateUserPolicy>::Broadcast() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Public\Delegates\DelegateSignatureImpl.inl:967]
UnrealEditor!FEngineLoop::AppPreExit() [D:\build\++UE5\Sync\Engine\Source\Runtime\Launch\Private\LaunchEngineLoop.cpp:6124]
UnrealEditor!FEngineLoop::Exit() [D:\build\++UE5\Sync\Engine\Source\Runtime\Launch\Private\LaunchEngineLoop.cpp:4524]
UnrealEditor!GuardedMain() [D:\build\++UE5\Sync\Engine\Source\Runtime\Launch\Private\Launch.cpp:197]
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

When does the crash happen?

at this point crash happened

I meant, when you start the project? When you press play? etc.

i think after 10 seconds when i pressed play

In that case would you mind sending me your project using the following link?

https://gdev.tv/projectupload

Please use File > Zip Project within Unreal as this will ensure only required files are zipped up and things like the Binaries are excluded.

i want to correct myself, i think you misunderstood the situation
crash happend when i pressed play on first time but now whenever i open the project it crashes without opening the editor
if that won’t open i’m not able to zip up my project

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