My Unreal Engine 4 keeps crashing This is what its showing
EXCEPTION_ACCESS_VIOLATION reading address 0x00000048
This is the error I'm getting
If anyone could help me rectify it that would be great.
Cheers!
This is the most common C++ error in Unreal Engine, and if you're writing code it's completely normal to see the engine crash if appeared one of the following errors:
calling method or variable on a nullptr
calling method or variable on a non-initialized pointer
calling wrong methods in class constructor (you can't modify game states on the constructor)
If you're not writing c++ code try to verify the Engine's installation going in the launcher -> library -> engine -> versions, and click on you're installation and "verify".
There is a very little information, when does this crash occurs?
Are you using C++?
What I would suggest but it's a totally arbitrary guess (due to lack of information):
Check you are not using Nullptr
You create all the components in C++ on constructor
You are not using variables (except the components ones) on the constructor.
Related to point 1, Check if you were using a reference, it wasn't destroyed.
This is just a quite generic tips, if you can give more information maybe we'll find a more accurate solution.
Hope it helps
Try verifying the engine from the Epic games launcher
Open Epic games launcher
Go to the Unreal engine menu
Open library
Go to the engine versions
Click on the icon right to the launch button
Click on verify
Then wait for the engine to be verified
Hope it works
Related
I have encountered a critical issue that Unity Editor freezes. I've spent many hours debugging step by step of my codes but still can't find where the problem is. So I think maybe I should try thinking from another angle, generally speaking what reasons would cause Unity Editor freezes and not responding?
I can't find a general case discussion about this topic.
From my experience, infinite loop is one reason for sure. Deadlock is critical issue, but not sure if it causes Unity Editor freezes. Unity Editor bug that I encountered only makes the whole editor crashes, instead of freezing. Any other experiences are welcomed. Thank you!
In such case, what kind of tools or methods could I use to debug it? Right now since the editor freezes I can't use "print" to find out what happens after it freezes. So I use Visual studio to debug the Editor thread, in this way I can see all the prints that I wrote. It appears the game is still running, only the editor not responding. And I can use VS click "attach to Unity and play" and put some debugging points, then debug step by step.
The first thing that I would check out is for an infinite loop. At the hang/freeze moment, you can attatch the debugger of your choice and pause the execution. In the case that it is an infinite loop that it is executing, at the exec time pause you might find the execution in a forever running while (true) {...}
Other thing that I would check is the plugins in use. Several Unity plugins like Parse, FMOD, UMP (Universal Media Player), ZFBrowser, or Embedded Browser are using native threads. It’s an issue when a plugin ends up attaching a native thread to the runtime, which then does blocking calls to the OS. This means Unity can't interrupt that thread for the debugger (or domain reload) and hang. Source
To check that you can check the active threads in the visual studio command window af the freeze is reproduced:
View->OtherWindows->CommandWindow and type in this command:
Debug.ListCallStack /AllThreads /ShowExternalCode
In the stack you can check if some thread is there with no need, or if its related with the plugins mentioned above.
Also an interesting point is to check in the windows task manager (in the case that you are using windows) if the CPU usage is to 0%. It can lead you to the type of hang that is taking place.
Good luck.
Edit: I forgot to mention, you need to check also the unity logfiles
I notice this all the time, and its super frustrating.
Unfortunately, this could be any number of issues. I notice this issue most often when working in projects that are made for the Universal Windows Platform.
Try using the Task manager to monitor specific processes / threads running.
Some follow up questions:
What platform is your project currently targeting?
What version of Unity are you running? Have you tried other versions?
What are your computers specs? Is the OS up to date? Graphics Drivers?
Does it happen (or happen more often) when an external code editor is open? Perhaps try going to Preferences>External Editor > Regenerate Project files.
Are you using Unity Collab by chance? I've had issues where collab is stuck trying to communicate with Unity Servers / looking for changes. Try logging out of your Unity account through the editor, and log back in.
Have you tried looking for a Unity editor crash dump, or error log files? I think they can be found here C:\Users\username\AppData\LocalLow\Unity by default. Those files may give you more specific data concerning your problem.
Unity's new versions are getting more slower and slower. From my experience 2019 versions are the best and more stable.
I solved my issue. It's fundamentally an infinite loop.
It's not a simple case such as "while(true)". I'll try to explain.
My game was a PvP game, and I'm making a local AI. Usually my design pattern works fine, however I just turned off the simulation of "AI thinking time", and since the AI codes and server codes all run in local mode, the transmitting of data between server and client are replaced by local method call(meaning instantly executed before everything else).
There is a loophole in my server code. I use "Update" and a flag on server to change a specific game state, however in this particular case, it got into an infinite loop because the local method call is executed before the "Update". And because my AI now doesn't need real time to "think", it "acts" and transmits the event data to server right away. And since the transmitting doesn't need time any more, it calls the server method instantly, hence forming the infinite loop.
I have a monogame project created in visual studio with MonoGame 3.5. After running it on linux, mouseState.ScrollWheelValue is always 0, regardless of anything I do.
This most likely has to do something with the fact that linux has different window focus regarding mouse wheel, but I can't seem to figure it out.
What I found so far:
1. I should set Mouse.WindowHandle to correct value (whatever that means).
This is largely problematic, since Mouse.WindowHandle setter is not implemented. Plus injecting a specific window into the Mouse object is an internal procedure. (source: https://stackoverflow.com/a/33921015/3455388 )
2. A poor soul that asked this question on official monogame forums 3 years ago, with no visible answer (https://community.monogame.net/t/mouse-state-scrollwheelvalue-returns-0-all-the-time/9233)
Does anyone know how to make MonoGame receive MouseWheel events on linux? An answer that this is simply not supported is also fine.
I have no idea why, but resolving a different problem related to sound resolved the mouse issue as well.
When initially running my game on linux, I got a second issue with sound library: Unhandled Exception: System.DllNotFoundException: openal32.dll. I simply disabled sounds and dug in the MouseWheel issue.
After giving up on the mouse issue, I returned back to fix the sounds, and found a guy talking about missing files in the /bin/Windows/Debug/ folder (https://github.com/MonoGame/MonoGame/issues/657).
Turns out my MonoGame bin directory only contained OpenTK.dll, but was missing OpenTK.dll.config. Copying it from /usr/lib/mono/xbuild/MonoGame/v3.0/Tools/ resolved the sounds... and the mouse. I guess the missing library might have crashed the initialization process before the mouse was correctly set up..
While working with Visual Studio Community and a trial version of ILNumerics Array visualizer, I cannot get the visualizer to evaluate any expression.
I tried on multiple projects, including fresh new ones from basic templates. Every time, I get an "Unsupported debug session type!":
Is there a specific debug setting required to make it work? I could not find any information anywhere on the web.
The solution was to change debugger type in the startup project. It used to be on "Mixed", but I had to change it to either "Native Only" for native C++ parts of my solution or "Managed Only" for managed parts of my solution.
I still don't understand why it would not work on fresh templates, but my guess is that it was still set to an automated value with which the Array Visualizer didn't know what to do.
Iam trying to upload a simple Unity3D test app on my Google Play Games Console. The only purpose of this is to get familiarized with the workings of this as I have just opened up my account and Iam a first timer on the subject.
I have started out with a great tutorial on implementing Google Play Services Library I found on YT. The test app was working okay except for the end part where I had problems with the built. Nevertheless I decided to redo the test app from the begining for better understanding and memorization of the procces and maybe figuring out why the build was not working as it should have been.
Before redoing everyting I upgraded Unity to 5.4.1f1. (from 5.3.3f1)
Now after I import the Google Play Services Library to the project and try to setup the Google Play Games > Setup > Android Setup, Unity is suddenly unable to find jar system path.
When I press play button I get the below error:
Error
I went through the readme file, made sure everything was done as listed (source), read through dozens of questions/answers here and on Unity Community, and I still cannot find a soultion for my problem. I made sure that the paths were correct, checked other projects and they are still working fine. So the problem starts with importation of the GPSL.
Any help would be greatly appreciated !
Solved the problem. I was not paying enough attention to the redame file on Git.
I had a set JDK variable in Users variables but instead in needed to add also JAVA_HOME variable.
Solved
To set the variable you need to go to Computer/Properties/Advanced system settings/Enviroment variables and set it there.
Do not forget to also add a PATH in the Systems variables.
Hope this helps. Cheers!
I am working on a project in Drools6. I have defined a few custom tasks using workitemhandler. When I create a new process file(*.bpmn file) and model it by adding my custom tasks and other inbuilt blocks, everything works fine in the beginning. But, if the complexity of the .bpmn flow diagram increase i.e, I add about 4-5 custom tasks, create sub-processes, add a few gateways etc, the program crashes and I will not be able to open my flow diagram again. It says there is a parse error.
I have tried reinstalling eclipse, but it still gives me the same error. I have not used exception handling in the java class of my custom tasks. Could this be why my program is crashing.
please guys, if anyone has come across a similar issue, let me know how you resolved it.
Thank you
it seems that for some reason your business process is corrupted and it cannot be opened by the editor. Do you have a previous version of your process? Try opening another process.
You can also try the web designer, which is usually more powerful than the eclipse one.
Regards