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Unreal 4.14 Blueprints SDK crash

I have started a blank project without starter content for test AuthenticationRequest function and when I execute from the editor it´s crash. This is the error log (image attached also):


Access violation - code c0000005 (first/second chance not available)

UE4Editor_GameSparks!GameSparks::Core::GS::NewConnection() [d:\build\++portal+main+full\sync\localbuilds\plugintemp\hostproject\plugins\gamesparks\source\gamesparksbasesdk\src\gamesparks\gs.cpp:113]

UE4Editor_GameSparks!GameSparks::Core::GS::Send() [d:\build\++portal+main+full\sync\localbuilds\plugintemp\hostproject\plugins\gamesparks\source\gamesparksbasesdk\src\gamesparks\gs.cpp:261]

UE4Editor_GameSparks!GameSparks::Core::GSTypedRequest<GameSparks::Api::Requests::DeviceAuthenticationRequest,GameSparks::Api::Responses::AuthenticationResponse>::Send() [d:\build\++portal+main+full\sync\localbuilds\plugintemp\hostproject\plugins\gamesparks\source\gamesparksbasesdk\include\gamesparks\gstypedrequest.h:83]

UE4Editor_GameSparks!UGSDeviceAuthenticationRequest::Activate() [d:\build\++portal+main+full\sync\localbuilds\plugintemp\hostproject\plugins\gamesparks\source\gamesparks\private\gsapi.cpp:1403]

UE4Editor_CoreUObject!UFunction::Invoke() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\coreuobject\private\uobject\class.cpp:4474]

UE4Editor_CoreUObject!UObject::CallFunction() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:700]

UE4Editor_CoreUObject!UObject::execVirtualFunction() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:2245]

UE4Editor_CoreUObject!UObject::ProcessContextOpcode() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:2139]

UE4Editor_CoreUObject!UObject::ProcessInternal() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:925]

UE4Editor_CoreUObject!UObject::CallFunction() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:824]

UE4Editor_CoreUObject!UObject::execVirtualFunction() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:2245]

UE4Editor_CoreUObject!UObject::ProcessInternal() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:925]

UE4Editor_CoreUObject!UFunction::Invoke() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\coreuobject\private\uobject\class.cpp:4474]

UE4Editor_CoreUObject!UObject::ProcessEvent() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:1308]

UE4Editor_Engine!AActor::ProcessEvent() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\engine\private\actor.cpp:649]

UE4Editor_Engine!AActor::BeginPlay() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\engine\private\actor.cpp:3048]

UE4Editor_Engine!AWorldSettings::NotifyBeginPlay() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\engine\private\worldsettings.cpp:175]

UE4Editor_Engine!AGameStateBase::HandleBeginPlay() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\engine\private\gamestatebase.cpp:177]

UE4Editor_Engine!UWorld::BeginPlay() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\engine\private\world.cpp:3358]

UE4Editor_Engine!UGameInstance::StartPIEGameInstance() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\engine\private\gameinstance.cpp:282]

UE4Editor_UnrealEd!UEditorEngine::CreatePIEGameInstance() [d:\build\++ue4+release-4.14+compile\sync\engine\source\editor\unrealed\private\playlevel.cpp:3358]

UE4Editor_UnrealEd!UEditorEngine::PlayInEditor() [d:\build\++ue4+release-4.14+compile\sync\engine\source\editor\unrealed\private\playlevel.cpp:2462]

UE4Editor_UnrealEd!UEditorEngine::StartQueuedPlayMapRequest() [d:\build\++ue4+release-4.14+compile\sync\engine\source\editor\unrealed\private\playlevel.cpp:1160]

UE4Editor_UnrealEd!UEditorEngine::Tick() [d:\build\++ue4+release-4.14+compile\sync\engine\source\editor\unrealed\private\editorengine.cpp:1320]

UE4Editor_UnrealEd!UUnrealEdEngine::Tick() [d:\build\++ue4+release-4.14+compile\sync\engine\source\editor\unrealed\private\unrealedengine.cpp:371]

UE4Editor!FEngineLoop::Tick() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\launch\private\launchengineloop.cpp:2859]

UE4Editor!GuardedMain() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\launch\private\launch.cpp:152]

UE4Editor!GuardedMainWrapper() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:126]

UE4Editor!WinMain() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:202]

UE4Editor!__scrt_common_main_seh() [f:\dd\vctools\crt\vcstartup\src\startup\exe_common.inl:264]

kernel32

ntdll


Hi José


On Response will fire the event/code it is attached to when the response is returned, it is not a bool.

Can you try connecting hasErrors to your bool branch?

If there are no errors the login was successful.


Regards

Katie


Hi Katie, problem was resolved, I had not added the GameSparks component to the GameMode object.


Thanks for the support

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