This is a common and longstanding crash that has occurred since at least 4.12. User descriptions cover a variety of actions.
User Descriptions
Source Context
1776 AWorldSettings* ULevel::GetWorldSettings(bool bChecked) const 1777 { 1778 if (bChecked) 1779 { 1780 ***** checkf( WorldSettings != nullptr, *GetPathName() ); 1781 } 1782 return WorldSettings; 1783 }
repro steps currently unknown
Access violation - code c0000005 (first/second chance not available) UE4Editor_Engine!ULevel::GetWorldSettings() [level.cpp:1643] UE4Editor_Engine!UWorld::GetWorldSettings() [world.cpp:3863] UE4Editor_Engine!UWorld::Tick() [leveltick.cpp:1251] UE4Editor_UnrealEd!UEditorEngine::Tick() [editorengine.cpp:1426] UE4Editor_UnrealEd!UUnrealEdEngine::Tick() [unrealedengine.cpp:386] UE4Editor!FEngineLoop::Tick() [launchengineloop.cpp:3119] UE4Editor!GuardedMain() [launch.cpp:166] UE4Editor!GuardedMainWrapper() [launchwindows.cpp:134] UE4Editor!WinMain() [launchwindows.cpp:210] UE4Editor!__scrt_common_main_seh() [exe_common.inl:253] kernel32!BaseThreadInitThunk() ntdll!RtlUserThreadStart()
Why does the REMOVE method of map container remove elements have memory leaks?
How does TextureRenderTarget2D get TArray<uint8> type data?
UMG RichText not appear image when packaged
How do I set a material as a post-processing material?
What is the cause of the packaging error falling back to 'GameUserSettings' in ue5?
How to delete some elements correctly when deleting an array loop?
How does TArray loop correctly remove elements in blueprints?
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-48664 in the post.