This is a common crash in the 4.18 release. The callstack is rather generic, and I have attached two logs but neither displays the error information. Users have also not provided any descriptions of their actions when the crash occurred. One reoccurring detail is that affected project names often reference VR.
There is also a very closely matching callstack here - [Link Removed] - where the top of the stack is:
UE4Editor_ApplicationCore!FWindowsWindow::`vftable'()
Source Context
478 //SLATE_CYCLE_COUNTER_SCOPE_CUSTOM_DETAILED(SLATE_STATS_DETAIL_LEVEL_MED, GSlatePrepass, GetType()); 479 480 // TODO Figure out a better way than to just reset the pointer. This causes problems when we prepass 481 // volatile widgets, who still need to know about their invalidation panel in case they vanish themselves. 482 483 // Reset the layout cache object each pre-pass to ensure we never access a stale layout cache object 484 // as this widget could have been moved in and out of a panel that was invalidated between frames. 485 //LayoutCache = nullptr; 486 487 if ( bCanHaveChildren ) 488 { 489 // Cache child desired sizes first. This widget's desired size is 490 // a function of its children's sizes. 491 FChildren* MyChildren = this->GetChildren(); 492 ***** const int32 NumChildren = MyChildren->Num(); 493 for ( int32 ChildIndex=0; ChildIndex < NumChildren; ++ChildIndex ) 494 { 495 const TSharedRef<SWidget>& Child = MyChildren->GetChildAt(ChildIndex); 496 497 if ( Child->Visibility.Get() != EVisibility::Collapsed ) 498 { 499 const float ChildLayoutScaleMultiplier = GetRelativeLayoutScale(MyChildren->GetSlotAt(ChildIndex), LayoutScaleMultiplier); 500 // Recur: Descend down the widget tree. 501 Child->SlatePrepass(LayoutScaleMultiplier * ChildLayoutScaleMultiplier); 502 } 503 } 504 }
repro steps currently unknown
Access violation - code c0000005 (first/second chance not available) UE4Editor_SlateCore!SWidget::SlatePrepass() [swidget.cpp:493] UE4Editor_Slate!PrepassWindowAndChildren() [slateapplication.cpp:1343] UE4Editor_Slate!FSlateApplication::DrawPrepass() [slateapplication.cpp:1391] UE4Editor_Slate!FSlateApplication::PrivateDrawWindows() [slateapplication.cpp:1433] UE4Editor_Slate!FSlateApplication::DrawWindows() [slateapplication.cpp:1190] UE4Editor_Slate!FSlateApplication::TickApplication() [slateapplication.cpp:1777] UE4Editor_Slate!FSlateApplication::Tick() [slateapplication.cpp:1595] UE4Editor!FEngineLoop::Tick() [launchengineloop.cpp:3378] 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()
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-52915 in the post.