#CRASH. After the plugin is updated.

1 messages · Page 1 of 1 (latest)

eager thorn
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After updating the plugin, the plugin crashes (when running standalone or packaged).

Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x0000000000000874

UnrealEditor_Prismatiscape!UPrismatiscapeDeformComponentCharacter::GetDeformCapsules() [D:\build\U5M-Marketplace\Sync\LocalBuilds\PluginTemp\HostProject\Plugins\Prismatiscape\Source\Prismatiscape\Private\Components\PrismatiscapeDeformComponentCharacter.cpp:50]
UnrealEditor_Prismatiscape!APrismatiscapeManager::GatherAllShapesFromRegisteredComponents_Implementation() [D:\build\U5M-Marketplace\Sync\LocalBuilds\PluginTemp\HostProject\Plugins\Prismatiscape\Source\Prismatiscape\Private\Manager\PrismatiscapeManager.cpp:82]
UnrealEditor_CoreUObject
UnrealEditor_CoreUObject
UnrealEditor_Engine
UnrealEditor_Prismatiscape!APrismatiscapeManager::Tick() [D:\build\U5M-Marketplace\Sync\LocalBuilds\PluginTemp\HostProject\Plugins\Prismatiscape\Source\Prismatiscape\Private\Manager\PrismatiscapeManager.cpp:42]

This error will not occur in PIE. Stable trigger when unloading a streaming map (including Actors using plugin components)

I use streaming levels to switch maps. The crash usually occurs when returning to the main interface. At this time, the player's level is unloaded. A Pawn that does not use a deformation component is loaded as the player control object.

This error did not occur before the update.
The engine version is UE5.3.2

eager thorn
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Hi. I did some more testing and it seems that this error is triggered when unloading a world level with an Actor that has a PrismatiscapeDeformComponentCharacter component.

sour gorge
quartz furnace
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@eager thorn how consistently can you reproduce the issue?
And it looks like you compile from c++, is that correct?

eager thorn
quartz furnace
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Wait, forgot you mentioned no crash in pie. I can indeed get a crash with standalone!

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Ah, easy fix, i confused myself into making it more complex than it actually was

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We simply need a

auto* World = GetWorld();
if (!IsValid(World)) return;

in the beginning of UPrismatiscapeDeformComponentCharacter::GetDeformCapsules