The game crashed with a fatal EXCEPTION_ACCESS_VIOLATION error during an NPC's background tick processing.
The primary issue is in the Bellwright-backup-2026.02.07-00.27.18.log file (your previous session, dated Feb 6/7, 2026). At timestamp [2026.02.07-00.27.18:864][302], the game hit a critical memory access violation while an NPC (likely a town worker) was trying to interact with harvestable tree foliage:
LogWindows: Error: Fatal error!
LogWindows: Error: Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x00000273b90ee1a0
[Callstack] 0x00007ff7b080f737 BellwrightGame-Win64-Shipping.exe!UMistTreeFoliageHarvestLogic::QueryAccessPointOffset()
[Callstack] ... TPositionCache::Update<TAccessPointCacheProcessor>()
[Callstack] ... AMistInteractableNavAgent::OnNewInteractionSelection()
[Callstack] ... UMistNpcInteractorComponent::SelectInteraction()
... (continues through NPC behavior tick, State Behavior Tree tasks, and world tick)
This happened in UMistTreeFoliageHarvestLogic::QueryAccessPointOffset(), which calculates offsets for accessing points on interactive foliage (e.g., tree branches/logs). It dereferenced invalid memory (address 0x00000273b90ee1a0), likely due to:
- Corrupted or "broken" harvestable foliage data (e.g., a tree/NPC target with null/dangling pointers from world generation, loading, or prior interactions).
- Triggered during
AMistTownNpc::BackgroundTick()via the NPC's State Behavior Tree (SBTaskHandler,UMistWorkerStateBehavior), specifically inSBT_RequestInfo::OnLayerStart()while auto-selecting an interaction (AutoSelectSingleInteraction()).
The crash occurred ~2.5 hours into gameplay (frame ~2000+), during normal simulation (crafting init, trading, Mutable skeletal mesh updates for NPCs). Earlier logs show repeated LogMutableCore: Failed to keep memory budget warnings (e.g., exceeding 5120 units, up to 9701), indicating resource strain from customizable NPC meshes, but this isn't the direct cause.
The Bellwright.log (Feb 7, ~16:37) shows a non-crash early exit: The menu map loaded successfully (LoadMap: /Game/Mist/Maps/Menu took 1.17s), but the window closed during "preload" (Engine exit requested (reason: Window closed during preload)), likely user-closed or a brief launcher hiccup. Minor issues like FindPlayerStart: PATHS NOT DEFINED (menu-only) and a Streamline RHI swapchain warning are harmless. No fatal error here.
This matches a known, recently fixed bug: A Feb 16, 2026 hotfix addressed "a rare crash related to broken harvestable foliage" – exactly this scenario.