Closed XilefTech closed 1 year ago
Have expereienced that issue lately too?
I got maybe the same crash, when client try connect codeable merger to computer case with network cable.
Version: 202470, IsEditor: No, IsPerforceBuild: No, BuildConfiguration: Shipping, Launcher: Steam, NetMode: Listen Server, IsUsingMods: Yes
Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x00000000000000a0
FactoryGame_FactoryGame_Win64_Shipping!UFGOutlineComponent::ShowOutline() [D:\ws\SB-220602145101-842\UE4\Games\FactoryGame\Source\FactoryGame\Private\FGOutlineComponent.cpp:60]
FactoryGame_FicsItNetworks_Win64_Shipping!AFINNetworkCableHologram::OnBeginSnap() [G:\Projects\Satisfactory\SatisfactoryModLoader\Plugins\FicsItNetworks\Source\FicsItNetworks\Network\FINNetworkCableHologram.cpp:404]
FactoryGame_FicsItNetworks_Win64_Shipping!AFINNetworkCableHologram::UpdateSnapped() [G:\Projects\Satisfactory\SatisfactoryModLoader\Plugins\FicsItNetworks\Source\FicsItNetworks\Network\FINNetworkCableHologram.cpp:372]
FactoryGame_FicsItNetworks_Win64_Shipping!AFINNetworkCableHologram::SetHologramLocationAndRotation() [G:\Projects\Satisfactory\SatisfactoryModLoader\Plugins\FicsItNetworks\Source\FicsItNetworks\Network\FINNetworkCableHologram.cpp:294]
FactoryGame_FicsItNetworks_Win64_Shipping!AFINNetworkCableHologram::TrySnapToActor() [G:\Projects\Satisfactory\SatisfactoryModLoader\Plugins\FicsItNetworks\Source\FicsItNetworks\Network\FINNetworkCableHologram.cpp:229]
FactoryGame_FactoryGame_Win64_Shipping!UFGBuildGunStateBuild::TickState_Implementation() [D:\ws\SB-220602145101-842\UE4\Games\FactoryGame\Source\FactoryGame\Private\Equipment\FGBuildGunBuild.cpp:164]
FactoryGame_FactoryGame_Win64_Shipping!UFGBuildGunState::execTickState() [D:\ws\SB-220602145101-842\UE4\Games\FactoryGame\Intermediate\Build\Win64\FactoryGame\Inc\FactoryGame\FGBuildGun.gen.cpp:469]
FactoryGame_CoreUObject_Win64_Shipping!UFunction::Invoke() [D:\ws\SB-220602145101-842\UE4\Engine\Source\Runtime\CoreUObject\Private\UObject\Class.cpp:5589]
FactoryGame_CoreUObject_Win64_Shipping!UObject::ProcessEvent() [D:\ws\SB-220602145101-842\UE4\Engine\Source\Runtime\CoreUObject\Private\UObject\ScriptCore.cpp:1992]
FactoryGame_FactoryGame_Win64_Shipping!UFGBuildGunState::TickState() [D:\ws\SB-220602145101-842\UE4\Games\FactoryGame\Intermediate\Build\Win64\FactoryGame\Inc\FactoryGame\FGBuildGun.gen.cpp:584]
FactoryGame_FactoryGame_Win64_Shipping!AFGBuildGun::Tick() [D:\ws\SB-220602145101-842\UE4\Games\FactoryGame\Source\FactoryGame\Private\Equipment\FGBuildGun.cpp:377]
FactoryGame_Engine_Win64_Shipping!AActor::TickActor() [D:\ws\SB-220602145101-842\UE4\Engine\Source\Runtime\Engine\Private\Actor.cpp:1143]
FactoryGame_Engine_Win64_Shipping!FActorTickFunction::ExecuteTick() [D:\ws\SB-220602145101-842\UE4\Engine\Source\Runtime\Engine\Private\Actor.cpp:176]
FactoryGame_Engine_Win64_Shipping!FTickFunctionTask::DoTask() [D:\ws\SB-220602145101-842\UE4\Engine\Source\Runtime\Engine\Private\TickTaskManager.cpp:289]
FactoryGame_Engine_Win64_Shipping!TGraphTask<FTickFunctionTask>::ExecuteTask() [D:\ws\SB-220602145101-842\UE4\Engine\Source\Runtime\Core\Public\Async\TaskGraphInterfaces.h:891]
FactoryGame_Core_Win64_Shipping!FNamedTaskThread::ProcessTasksUntilQuit() [D:\ws\SB-220602145101-842\UE4\Engine\Source\Runtime\Core\Private\Async\TaskGraph.cpp:600]
FactoryGame_Core_Win64_Shipping!FTaskGraphImplementation::WaitUntilTasksComplete() [D:\ws\SB-220602145101-842\UE4\Engine\Source\Runtime\Core\Private\Async\TaskGraph.cpp:1525]
FactoryGame_Engine_Win64_Shipping!FTickTaskSequencer::ReleaseTickGroup() [D:\ws\SB-220602145101-842\UE4\Engine\Source\Runtime\Engine\Private\TickTaskManager.cpp:568]
FactoryGame_Engine_Win64_Shipping!FTickTaskManager::RunTickGroup() [D:\ws\SB-220602145101-842\UE4\Engine\Source\Runtime\Engine\Private\TickTaskManager.cpp:1590]
FactoryGame_Engine_Win64_Shipping!UWorld::Tick() [D:\ws\SB-220602145101-842\UE4\Engine\Source\Runtime\Engine\Private\LevelTick.cpp:1463]
FactoryGame_Engine_Win64_Shipping!UGameEngine::Tick() [D:\ws\SB-220602145101-842\UE4\Engine\Source\Runtime\Engine\Private\GameEngine.cpp:1802]
FactoryGame_FactoryGame_Win64_Shipping!UFGGameEngine::Tick() [D:\ws\SB-220602145101-842\UE4\Games\FactoryGame\Source\FactoryGame\Private\FGGameEngine.cpp:16]
FactoryGame_Win64_Shipping!FEngineLoop::Tick() [D:\ws\SB-220602145101-842\UE4\Engine\Source\Runtime\Launch\Private\LaunchEngineLoop.cpp:4896]
FactoryGame_Win64_Shipping!GuardedMain() [D:\ws\SB-220602145101-842\UE4\Engine\Source\Runtime\Launch\Private\Launch.cpp:169]
FactoryGame_Win64_Shipping!GuardedMainWrapper() [D:\ws\SB-220602145101-842\UE4\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:137]
FactoryGame_Win64_Shipping!WinMain() [D:\ws\SB-220602145101-842\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
I had the same issue just now while hosting a game with my friend.
Here's the error log. Let me know if I can provide you any more info on this. I'm not yet familiar with Satisfactory modding.
Version: 211839, IsEditor: No, IsPerforceBuild: No, BuildConfiguration: Shipping, Launcher: Steam, NetMode: Listen Server, IsUsingMods: Yes
Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x0000000000000200
FactoryGame_FactoryGame_Win64_Shipping!UFGOutlineComponent::HideOutline() [D:\BuildAgent\work\78a794e88763017d\UE4\Games\FactoryGame\Source\FactoryGame\Private\FGOutlineComponent.cpp:154]
FactoryGame_FicsItNetworks_Win64_Shipping!AFINNetworkCableHologram::OnEndSnap() [G:\Projects\Satisfactory\SatisfactoryModLoader\Plugins\FicsItNetworks\Source\FicsItNetworks\Network\FINNetworkCableHologram.cpp:420]
FactoryGame_FicsItNetworks_Win64_Shipping!AFINNetworkCableHologram::UpdateSnappingEffects() [G:\Projects\Satisfactory\SatisfactoryModLoader\Plugins\FicsItNetworks\Source\FicsItNetworks\Network\FINNetworkCableHologram.cpp:384]
FactoryGame_FicsItNetworks_Win64_Shipping!AFINNetworkCableHologram::UpdateSnapping() [G:\Projects\Satisfactory\SatisfactoryModLoader\Plugins\FicsItNetworks\Source\FicsItNetworks\Network\FINNetworkCableHologram.cpp:332]
FactoryGame_FactoryGame_Win64_Shipping!UFGBuildGunStateBuild::TickState_Implementation() [D:\BuildAgent\work\78a794e88763017d\UE4\Games\FactoryGame\Source\FactoryGame\Private\Equipment\FGBuildGunBuild.cpp:206]
FactoryGame_FactoryGame_Win64_Shipping!UFGBuildGunState::execTickState() [D:\BuildAgent\work\78a794e88763017d\UE4\Games\FactoryGame\Intermediate\Build\Win64\FactoryGame\Inc\FactoryGame\FGBuildGun.gen.cpp:469]
FactoryGame_CoreUObject_Win64_Shipping!UFunction::Invoke() [D:\BuildAgent\work\78a794e88763017d\UE4\Engine\Source\Runtime\CoreUObject\Private\UObject\Class.cpp:5589]
FactoryGame_CoreUObject_Win64_Shipping!UObject::ProcessEvent() [D:\BuildAgent\work\78a794e88763017d\UE4\Engine\Source\Runtime\CoreUObject\Private\UObject\ScriptCore.cpp:1992]
FactoryGame_FactoryGame_Win64_Shipping!UFGBuildGunState::TickState() [D:\BuildAgent\work\78a794e88763017d\UE4\Games\FactoryGame\Intermediate\Build\Win64\FactoryGame\Inc\FactoryGame\FGBuildGun.gen.cpp:584]
FactoryGame_FactoryGame_Win64_Shipping!AFGBuildGun::Tick() [D:\BuildAgent\work\78a794e88763017d\UE4\Games\FactoryGame\Source\FactoryGame\Private\Equipment\FGBuildGun.cpp:410]
FactoryGame_Engine_Win64_Shipping!AActor::TickActor() [D:\BuildAgent\work\78a794e88763017d\UE4\Engine\Source\Runtime\Engine\Private\Actor.cpp:1143]
FactoryGame_Engine_Win64_Shipping!FActorTickFunction::ExecuteTick() [D:\BuildAgent\work\78a794e88763017d\UE4\Engine\Source\Runtime\Engine\Private\Actor.cpp:176]
FactoryGame_Engine_Win64_Shipping!FTickFunctionTask::DoTask() [D:\BuildAgent\work\78a794e88763017d\UE4\Engine\Source\Runtime\Engine\Private\TickTaskManager.cpp:289]
FactoryGame_Engine_Win64_Shipping!TGraphTask<FTickFunctionTask>::ExecuteTask() [D:\BuildAgent\work\78a794e88763017d\UE4\Engine\Source\Runtime\Core\Public\Async\TaskGraphInterfaces.h:891]
FactoryGame_Core_Win64_Shipping!FNamedTaskThread::ProcessTasksUntilQuit() [D:\BuildAgent\work\78a794e88763017d\UE4\Engine\Source\Runtime\Core\Private\Async\TaskGraph.cpp:600]
FactoryGame_Core_Win64_Shipping!FTaskGraphImplementation::WaitUntilTasksComplete() [D:\BuildAgent\work\78a794e88763017d\UE4\Engine\Source\Runtime\Core\Private\Async\TaskGraph.cpp:1525]
FactoryGame_Engine_Win64_Shipping!FTickTaskSequencer::ReleaseTickGroup() [D:\BuildAgent\work\78a794e88763017d\UE4\Engine\Source\Runtime\Engine\Private\TickTaskManager.cpp:568]
FactoryGame_Engine_Win64_Shipping!FTickTaskManager::RunTickGroup() [D:\BuildAgent\work\78a794e88763017d\UE4\Engine\Source\Runtime\Engine\Private\TickTaskManager.cpp:1590]
FactoryGame_Engine_Win64_Shipping!UWorld::Tick() [D:\BuildAgent\work\78a794e88763017d\UE4\Engine\Source\Runtime\Engine\Private\LevelTick.cpp:1463]
FactoryGame_Engine_Win64_Shipping!UGameEngine::Tick() [D:\BuildAgent\work\78a794e88763017d\UE4\Engine\Source\Runtime\Engine\Private\GameEngine.cpp:1802]
FactoryGame_FactoryGame_Win64_Shipping!UFGGameEngine::Tick() [D:\BuildAgent\work\78a794e88763017d\UE4\Games\FactoryGame\Source\FactoryGame\Private\FGGameEngine.cpp:16]
FactoryGame_Win64_Shipping!FEngineLoop::Tick() [D:\BuildAgent\work\78a794e88763017d\UE4\Engine\Source\Runtime\Launch\Private\LaunchEngineLoop.cpp:4896]
FactoryGame_Win64_Shipping!GuardedMain() [D:\BuildAgent\work\78a794e88763017d\UE4\Engine\Source\Runtime\Launch\Private\Launch.cpp:169]
FactoryGame_Win64_Shipping!GuardedMainWrapper() [D:\BuildAgent\work\78a794e88763017d\UE4\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:137]
FactoryGame_Win64_Shipping!WinMain() [D:\BuildAgent\work\78a794e88763017d\UE4\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:268]
FactoryGame_Win64_Shipping!__scrt_common_main_seh() [D:\a\_work\1\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl:288]
kernel32
ntdll
Describe the bug Yea so it randomly crashed while a client was placing a network wall pole. I don't know wether it is reproducable, but I think it would be good to look into this.
crash report:
To Reproduce Steps to reproduce the behavior: try to play multiplayer with FIN I guess?
Expected behavior It shouldn't crash, I guess?