DellAquila / CoveredConveyor

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Covered/Hooded Lift CTD on placement #3

Open headcase0570 opened 2 years ago

headcase0570 commented 2 years ago

New playthrough, base game and all mods updated to the latest stable releases.

Upon placement of any of the Covered / Hooded vertical lifts, the game will freeze and crash to desktop.

Version: 188609, IsEditor: No, IsPerforceBuild: No, BuildConfiguration: Shipping, Launcher: Steam, NetMode: Listen Server, IsUsingMods: Yes

Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x0000000000000134

FactoryGame_Engine_Win64_Shipping!USceneComponent::SetRelativeScale3D() [D:\ws\SB-lowprio\UE4\Engine\Source\Runtime\Engine\Private\Components\SceneComponent.cpp:1373]
FactoryGame_FactoryGame_Win64_Shipping!AFGBuildableConveyorLift::BeginPlay() [D:\ws\SB-lowprio\UE4\Games\FactoryGame\Source\FactoryGame\Private\Buildables\FGBuildableConveyorLift.cpp:274]
FactoryGame_Engine_Win64_Shipping!AActor::DispatchBeginPlay() [D:\ws\SB-lowprio\UE4\Engine\Source\Runtime\Engine\Private\Actor.cpp:3569]
FactoryGame_Engine_Win64_Shipping!AActor::DeferredBeginPlay() [D:\ws\SB-lowprio\UE4\Engine\Source\Runtime\Engine\Private\Actor.cpp:3606]
FactoryGame_FactoryGame_Win64_Shipping!AFGBuildableHologram::Construct() [D:\ws\SB-lowprio\UE4\Games\FactoryGame\Source\FactoryGame\Private\Hologram\FGBuildableHologram.cpp:771]
FactoryGame_FactoryGame_Win64_Shipping!UFGBuildGunStateBuild::InternalConstructHologram() [D:\ws\SB-lowprio\UE4\Games\FactoryGame\Source\FactoryGame\Private\Equipment\FGBuildGunBuild.cpp:1080]
FactoryGame_FactoryGame_Win64_Shipping!UFGBuildGunStateBuild::Server_ConstructHologram_Implementation() [D:\ws\SB-lowprio\UE4\Games\FactoryGame\Source\FactoryGame\Private\Equipment\FGBuildGunBuild.cpp:1040]
FactoryGame_FactoryGame_Win64_Shipping!UFGBuildGunStateBuild::execServer_ConstructHologram() [D:\ws\SB-lowprio\UE4\Games\FactoryGame\Intermediate\Build\Win64\FactoryGame\Inc\FactoryGame\FGBuildGunBuild.gen.cpp:564]
FactoryGame_CoreUObject_Win64_Shipping!UFunction::Invoke() [D:\ws\SB-lowprio\UE4\Engine\Source\Runtime\CoreUObject\Private\UObject\Class.cpp:5589]
FactoryGame_CoreUObject_Win64_Shipping!UObject::ProcessEvent() [D:\ws\SB-lowprio\UE4\Engine\Source\Runtime\CoreUObject\Private\UObject\ScriptCore.cpp:1992]
FactoryGame_FactoryGame_Win64_Shipping!UFGBuildGunStateBuild::Server_ConstructHologram() [D:\ws\SB-lowprio\UE4\Games\FactoryGame\Intermediate\Build\Win64\FactoryGame\Inc\FactoryGame\FGBuildGunBuild.gen.cpp:645]
FactoryGame_FactoryGame_Win64_Shipping!UFGBuildGunStateBuild::InternalExecuteDuBuildStepInput() [D:\ws\SB-lowprio\UE4\Games\FactoryGame\Source\FactoryGame\Private\Equipment\FGBuildGunBuild.cpp:617]
FactoryGame_CoreUObject_Win64_Shipping!UFunction::Invoke() [D:\ws\SB-lowprio\UE4\Engine\Source\Runtime\CoreUObject\Private\UObject\Class.cpp:5589]
FactoryGame_CoreUObject_Win64_Shipping!UObject::CallFunction() [D:\ws\SB-lowprio\UE4\Engine\Source\Runtime\CoreUObject\Private\UObject\ScriptCore.cpp:998]
FactoryGame_CoreUObject_Win64_Shipping!ProcessLocalScriptFunction() [D:\ws\SB-lowprio\UE4\Engine\Source\Runtime\CoreUObject\Private\UObject\ScriptCore.cpp:1067]
FactoryGame_CoreUObject_Win64_Shipping!ProcessScriptFunction<void (__cdecl*)(UObject *,FFrame &,void *)>() [D:\ws\SB-lowprio\UE4\Engine\Source\Runtime\CoreUObject\Private\UObject\ScriptCore.cpp:898]
FactoryGame_CoreUObject_Win64_Shipping!UObject::execLocalFinalFunction() [D:\ws\SB-lowprio\UE4\Engine\Source\Runtime\CoreUObject\Private\UObject\ScriptCore.cpp:2997]
FactoryGame_CoreUObject_Win64_Shipping!ProcessLocalScriptFunction() [D:\ws\SB-lowprio\UE4\Engine\Source\Runtime\CoreUObject\Private\UObject\ScriptCore.cpp:1067]
FactoryGame_CoreUObject_Win64_Shipping!UObject::ProcessInternal() [D:\ws\SB-lowprio\UE4\Engine\Source\Runtime\CoreUObject\Private\UObject\ScriptCore.cpp:1156]
FactoryGame_CoreUObject_Win64_Shipping!UFunction::Invoke() [D:\ws\SB-lowprio\UE4\Engine\Source\Runtime\CoreUObject\Private\UObject\Class.cpp:5589]
FactoryGame_CoreUObject_Win64_Shipping!UObject::ProcessEvent() [D:\ws\SB-lowprio\UE4\Engine\Source\Runtime\CoreUObject\Private\UObject\ScriptCore.cpp:1992]
FactoryGame_Engine_Win64_Shipping!FInputActionUnifiedDelegate::Execute() [D:\ws\SB-lowprio\UE4\Engine\Source\Runtime\Engine\Classes\Components\InputComponent.h:306]
FactoryGame_Engine_Win64_Shipping!UPlayerInput::ProcessInputStack() [D:\ws\SB-lowprio\UE4\Engine\Source\Runtime\Engine\Private\UserInterface\PlayerInput.cpp:1389]
FactoryGame_Engine_Win64_Shipping!APlayerController::ProcessPlayerInput() [D:\ws\SB-lowprio\UE4\Engine\Source\Runtime\Engine\Private\PlayerController.cpp:2534]
FactoryGame_Engine_Win64_Shipping!APlayerController::TickPlayerInput() [D:\ws\SB-lowprio\UE4\Engine\Source\Runtime\Engine\Private\PlayerController.cpp:4550]
FactoryGame_Engine_Win64_Shipping!APlayerController::PlayerTick() [D:\ws\SB-lowprio\UE4\Engine\Source\Runtime\Engine\Private\PlayerController.cpp:2179]
FactoryGame_FactoryGame_Win64_Shipping!AFGPlayerController::PlayerTick() [D:\ws\SB-lowprio\UE4\Games\FactoryGame\Source\FactoryGame\Private\FGPlayerController.cpp:257]
FactoryGame_Engine_Win64_Shipping!APlayerController::TickActor() [D:\ws\SB-lowprio\UE4\Engine\Source\Runtime\Engine\Private\PlayerController.cpp:4705]
FactoryGame_Engine_Win64_Shipping!FActorTickFunction::ExecuteTick() [D:\ws\SB-lowprio\UE4\Engine\Source\Runtime\Engine\Private\Actor.cpp:176]
FactoryGame_Engine_Win64_Shipping!FTickFunctionTask::DoTask() [D:\ws\SB-lowprio\UE4\Engine\Source\Runtime\Engine\Private\TickTaskManager.cpp:289]
FactoryGame_Engine_Win64_Shipping!TGraphTask<FTickFunctionTask>::ExecuteTask() [D:\ws\SB-lowprio\UE4\Engine\Source\Runtime\Core\Public\Async\TaskGraphInterfaces.h:891]
FactoryGame_Core_Win64_Shipping!FNamedTaskThread::ProcessTasksUntilQuit() [D:\ws\SB-lowprio\UE4\Engine\Source\Runtime\Core\Private\Async\TaskGraph.cpp:600]
FactoryGame_Core_Win64_Shipping!FTaskGraphImplementation::WaitUntilTasksComplete() [D:\ws\SB-lowprio\UE4\Engine\Source\Runtime\Core\Private\Async\TaskGraph.cpp:1525]
FactoryGame_Engine_Win64_Shipping!FTickTaskSequencer::ReleaseTickGroup() [D:\ws\SB-lowprio\UE4\Engine\Source\Runtime\Engine\Private\TickTaskManager.cpp:568]
FactoryGame_Engine_Win64_Shipping!FTickTaskManager::RunTickGroup() [D:\ws\SB-lowprio\UE4\Engine\Source\Runtime\Engine\Private\TickTaskManager.cpp:1590]
FactoryGame_Engine_Win64_Shipping!UWorld::Tick() [D:\ws\SB-lowprio\UE4\Engine\Source\Runtime\Engine\Private\LevelTick.cpp:1463]
FactoryGame_Engine_Win64_Shipping!UGameEngine::Tick() [D:\ws\SB-lowprio\UE4\Engine\Source\Runtime\Engine\Private\GameEngine.cpp:1802]
FactoryGame_FactoryGame_Win64_Shipping!UFGGameEngine::Tick() [D:\ws\SB-lowprio\UE4\Games\FactoryGame\Source\FactoryGame\Private\FGGameEngine.cpp:16]
FactoryGame_Win64_Shipping!FEngineLoop::Tick() [D:\ws\SB-lowprio\UE4\Engine\Source\Runtime\Launch\Private\LaunchEngineLoop.cpp:4896]
FactoryGame_Win64_Shipping!GuardedMain() [D:\ws\SB-lowprio\UE4\Engine\Source\Runtime\Launch\Private\Launch.cpp:169]
FactoryGame_Win64_Shipping!GuardedMainWrapper() [D:\ws\SB-lowprio\UE4\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:137]
FactoryGame_Win64_Shipping!WinMain() [D:\ws\SB-lowprio\UE4\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:268]
FactoryGame_Win64_Shipping!__scrt_common_main_seh() [d:\agent\_work\5\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl:288]
kernel32
ntdll
headcase0570 commented 2 years ago

Update: I was able to update this mod to version 2.5.2 shortly after posting this thread. The Covered/Hooded lift issue seems to be fixed, though a new issue has appeared now.

Interestingly enough, the (known issue) belt-covers were working just fine until the 2.5.1 / 2.5.2 update.