VRM4U
VRM4U copied to clipboard
runtime load engine crash [UE5.1.0 Preview 2]
Loading VRM4U_runtimeload example map, pressing play, wait a moment, and the engine crashes.
UE5.1.0 Preview 2
[2022.11.03-11.18.37:253][626]LogPlayLevel: PlayLevel: No blueprints needed recompiling
[2022.11.03-11.18.37:253][626]PIE: New page: PIE session: VRM4U_runtimeload (Nov 3, 2022, 1:18:37 AM)
[2022.11.03-11.18.37:253][626]LogPlayLevel: Creating play world package: /VRM4U/Maps/UEDPIE_0_VRM4U_runtimeload
[2022.11.03-11.18.37:258][626]LogPlayLevel: PIE: StaticDuplicateObject took: (0.004742s)
[2022.11.03-11.18.37:258][626]LogPlayLevel: PIE: Created PIE world by copying editor world from /VRM4U/Maps/VRM4U_runtimeload.VRM4U_runtimeload to /VRM4U/Maps/UEDPIE_0_VRM4U_runtimeload.VRM4U_runtimeload (0.004770s)
[2022.11.03-11.18.37:258][626]LogChaos: FPhysicsSolverBase::AsyncDt:0.033333
[2022.11.03-11.18.37:258][626]LogAIModule: Creating AISystem for world VRM4U_runtimeload
[2022.11.03-11.18.37:259][626]LogPlayLevel: PIE: World Init took: (0.000608s)
[2022.11.03-11.18.37:266][626]LogUObjectHash: Compacting FUObjectHashTables data took 0.56ms
[2022.11.03-11.18.37:267][626]LogAudio: Display: Creating Audio Device: Id: 2, Scope: Unique, Realtime: True
[2022.11.03-11.18.37:267][626]LogAudioMixer: Display: Audio Mixer Platform Settings:
[2022.11.03-11.18.37:268][626]LogAudioMixer: Display: Sample Rate: 48000
[2022.11.03-11.18.37:268][626]LogAudioMixer: Display: Callback Buffer Frame Size Requested: 1024
[2022.11.03-11.18.37:268][626]LogAudioMixer: Display: Callback Buffer Frame Size To Use: 1024
[2022.11.03-11.18.37:268][626]LogAudioMixer: Display: Number of buffers to queue: 1
[2022.11.03-11.18.37:268][626]LogAudioMixer: Display: Max Channels (voices): 0
[2022.11.03-11.18.37:268][626]LogAudioMixer: Display: Number of Async Source Workers: 4
[2022.11.03-11.18.37:268][626]LogAudio: Display: AudioDevice MaxSources: 32
[2022.11.03-11.18.37:268][626]LogAudio: Display: Audio Spatialization Plugin: None (built-in).
[2022.11.03-11.18.37:268][626]LogAudio: Display: Audio Reverb Plugin: None (built-in).
[2022.11.03-11.18.37:268][626]LogAudio: Display: Audio Occlusion Plugin: None (built-in).
[2022.11.03-11.18.37:270][626]LogAudioMixer: Display: Initializing audio mixer using platform API: 'XAudio2'
[2022.11.03-11.18.37:291][626]LogAudioMixer: Display: Using Audio Hardware Device ASUS PB278 (NVIDIA High Definition Audio)
[2022.11.03-11.18.37:291][626]LogAudioMixer: Display: Initializing Sound Submixes...
[2022.11.03-11.18.37:291][626]LogAudioMixer: Display: Creating Master Submix 'MasterSubmixDefault'
[2022.11.03-11.18.37:292][626]LogAudioMixer: Display: Creating Master Submix 'MasterReverbSubmixDefault'
[2022.11.03-11.18.37:292][626]LogAudioMixer: FMixerPlatformXAudio2::StartAudioStream() called. InstanceID=2
[2022.11.03-11.18.37:292][626]LogAudioMixer: Display: Output buffers initialized: Frames=1024, Channels=2, Samples=2048, InstanceID=2
[2022.11.03-11.18.37:294][626]LogAudioMixer: Display: Starting AudioMixerPlatformInterface::RunInternal(), InstanceID=2
[2022.11.03-11.18.37:294][626]LogAudioMixer: Display: FMixerPlatformXAudio2::SubmitBuffer() called for the first time. InstanceID=2
[2022.11.03-11.18.37:294][626]LogInit: FAudioDevice initialized.
[2022.11.03-11.18.37:294][626]LogAudio: Display: Audio Device (ID: 2) registered with world 'VRM4U_runtimeload'.
[2022.11.03-11.18.37:296][626]LogLoad: Game class is 'VRMSampleGame_C'
[2022.11.03-11.18.37:297][626]LogWorld: Bringing World /VRM4U/Maps/UEDPIE_0_VRM4U_runtimeload.VRM4U_runtimeload up for play (max tick rate 0) at 2022.11.03-06.18.37
[2022.11.03-11.18.37:298][626]LogWorld: Bringing up level for play took: 0.001153
[2022.11.03-11.18.37:302][626]LogGameMode: Display: Match State Changed from EnteringMap to WaitingToStart
[2022.11.03-11.18.37:302][626]LogGameState: Match State Changed from EnteringMap to WaitingToStart
[2022.11.03-11.18.37:302][626]LogGameMode: Display: Match State Changed from WaitingToStart to InProgress
[2022.11.03-11.18.37:307][626]r.Shadow.Virtual.NormalBias = "0.5"
[2022.11.03-11.18.37:307][626]r.MaterialQualityLevel = "1"
[2022.11.03-11.18.37:310][626]LogGameState: Match State Changed from WaitingToStart to InProgress
[2022.11.03-11.18.37:310][626]PIE: Server logged in
[2022.11.03-11.18.37:311][626]PIE: Play in editor total start time 0.058 seconds.
[2022.11.03-11.18.39:679][702]LogWindows: FPlatformMisc::RequestExit(1)
[2022.11.03-11.18.39:679][702]LogWindows: FPlatformMisc::RequestExitWithStatus(1, 3)
[2022.11.03-11.18.39:679][702]LogCore: Engine exit requested (reason: Win RequestExit)
Unhandled Exception: EXCEPTION_ACCESS_VIOLATION writing address 0x0000000000ffffff
gdi32
gdi32
comctl32
comctl32
comctl32
comctl32
user32
user32
user32
ntdll
win32u
user32
user32
user32
shell32
shell32
shell32
shell32
user32
user32
user32
ntdll
win32u
user32
user32
user32
shell32
shell32
shell32
comdlg32
comdlg32
comdlg32
comdlg32
comdlg32
comdlg32
comdlg32
user32
user32
user32
user32
user32
user32
ntdll
win32u
user32
user32
user32
user32
user32
comdlg32
comdlg32
comdlg32
comdlg32
comdlg32
comdlg32
comdlg32
UnrealEditor_VRM4U
UnrealEditor_VRM4U
UnrealEditor_CoreUObject!UFunction::Invoke() [D:\build\++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\Class.cpp:6455]
UnrealEditor_CoreUObject!UObject::CallFunction() [D:\build\++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\ScriptCore.cpp:1118]
UnrealEditor_CoreUObject!UObject::ProcessContextOpcode() [D:\build\++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\ScriptCore.cpp:3084]
UnrealEditor_CoreUObject!UObject::execLetBool() [D:\build\++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\ScriptCore.cpp:2975]
UnrealEditor_CoreUObject!ProcessLocalScriptFunction() [D:\build\++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\ScriptCore.cpp:1188]
UnrealEditor_CoreUObject!UObject::ProcessInternal() [D:\build\++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\ScriptCore.cpp:1285]
UnrealEditor_CoreUObject!UFunction::Invoke() [D:\build\++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\Class.cpp:6455]
UnrealEditor_CoreUObject!UObject::ProcessEvent() [D:\build\++UE5\Sync\Engine\Source\Runtime\CoreUObject\Private\UObject\ScriptCore.cpp:2116]
UnrealEditor_Engine!AActor::ProcessEvent() [D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\Actor.cpp:1053]
UnrealEditor_Engine!FLatentActionManager::TickLatentActionForObject() [D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\LatentActionManager.cpp:314]
UnrealEditor_Engine!FLatentActionManager::ProcessLatentActions() [D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\LatentActionManager.cpp:208]
UnrealEditor_Engine!AActor::Tick() [D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\Actor.cpp:1432]
UnrealEditor_Engine!AActor::TickActor() [D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\Actor.cpp:1408]
UnrealEditor_Engine!FActorTickFunction::ExecuteTick() [D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\Actor.cpp:220]
UnrealEditor_Engine!FTickFunctionTask::DoTask() [D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\TickTaskManager.cpp:284]
UnrealEditor_Engine!TGraphTask<FTickFunctionTask>::ExecuteTask() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Public\Async\TaskGraphInterfaces.h:1348]
UnrealEditor_Core!FNamedTaskThread::ProcessTasksNamedThread() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\TaskGraph.cpp:760]
UnrealEditor_Core!FNamedTaskThread::ProcessTasksUntilQuit() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\TaskGraph.cpp:649]
UnrealEditor_Core!FTaskGraphCompatibilityImplementation::WaitUntilTasksComplete() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\TaskGraph.cpp:2203]
UnrealEditor_Engine!FTickTaskSequencer::ReleaseTickGroup() [D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\TickTaskManager.cpp:565]
UnrealEditor_Engine!FTickTaskManager::RunTickGroup() [D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\TickTaskManager.cpp:1592]
UnrealEditor_Engine!UWorld::RunTickGroup() [D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\LevelTick.cpp:794]
UnrealEditor_Engine!UWorld::Tick() [D:\build\++UE5\Sync\Engine\Source\Runtime\Engine\Private\LevelTick.cpp:1537]
UnrealEditor_UnrealEd!UEditorEngine::Tick() [D:\build\++UE5\Sync\Engine\Source\Editor\UnrealEd\Private\EditorEngine.cpp:1802]
UnrealEditor_UnrealEd!UUnrealEdEngine::Tick() [D:\build\++UE5\Sync\Engine\Source\Editor\UnrealEd\Private\UnrealEdEngine.cpp:517]
UnrealEditor!FEngineLoop::Tick() [D:\build\++UE5\Sync\Engine\Source\Runtime\Launch\Private\LaunchEngineLoop.cpp:5365]
UnrealEditor!GuardedMain() [D:\build\++UE5\Sync\Engine\Source\Runtime\Launch\Private\Launch.cpp:202]
UnrealEditor!GuardedMainWrapper() [D:\build\++UE5\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:107]
UnrealEditor!LaunchWindowsStartup() [D:\build\++UE5\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:244]
UnrealEditor!WinMain() [D:\build\++UE5\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:282]
UnrealEditor!__scrt_common_main_seh() [D:\a\_work\1\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl:288]
kernel32
ntdll```
Sorry for the late reply. I think the latest version has fixed a lot of problems.