So, the plugin suddenly started making problems. Haven't changed anything about the nav, as I've been dealing with level design recently. And yet – what used to work, now crashes the engine.
Access violation - code c0000005 (first/second chance not available)
UE4Editor_DonAINavigation!TSet<AActor *,DefaultKeyFuncs<AActor *,0>,FDefaultSetAllocator>::FindId() [g:\engines\unreal\source\ue_4_20\engine\source\runtime\core\public\containers\set.h:631]
UE4Editor_DonAINavigation!UBTTask_FlyTo::SchedulePathfindingRequest() [g:\engines\unreal\source\ue_4_20\engine\plugins\marketplace\donainavigation\source\donainavigation\private\behaviortree\bttask_flyto.cpp:92]
UE4Editor_DonAINavigation!UBTTask_FlyTo::ExecuteTask() [g:\engines\unreal\source\ue_4_20\engine\plugins\marketplace\donainavigation\source\donainavigation\private\behaviortree\bttask_flyto.cpp:58]
UE4Editor_AIModule!UBehaviorTreeComponent::ExecuteTask() [g:\engines\unreal\source\ue_4_20\engine\source\runtime\aimodule\private\behaviortree\behaviortreecomponent.cpp:1687]
UE4Editor_AIModule!UBehaviorTreeComponent::ProcessExecutionRequest() [g:\engines\unreal\source\ue_4_20\engine\source\runtime\aimodule\private\behaviortree\behaviortreecomponent.cpp:1448]
UE4Editor_AIModule!UBehaviorTreeComponent::TickComponent() [g:\engines\unreal\source\ue_4_20\engine\source\runtime\aimodule\private\behaviortree\behaviortreecomponent.cpp:1172]
UE4Editor_Engine!FActorComponentTickFunction::ExecuteTickHelper<<lambda_e8384def656dc646af48282ce274db64> >() [g:\engines\unreal\source\ue_4_20\engine\source\runtime\engine\classes\gameframework\actor.h:3095]
UE4Editor_Engine!FActorComponentTickFunction::ExecuteTick() [g:\engines\unreal\source\ue_4_20\engine\source\runtime\engine\private\components\actorcomponent.cpp:797]
UE4Editor_Engine!TGraphTask<FTickFunctionTask>::ExecuteTask() [g:\engines\unreal\source\ue_4_20\engine\source\runtime\core\public\async\taskgraphinterfaces.h:829]
UE4Editor_Core!FNamedTaskThread::ProcessTasksNamedThread() [g:\engines\unreal\source\ue_4_20\engine\source\runtime\core\private\async\taskgraph.cpp:665]
UE4Editor_Core!FNamedTaskThread::ProcessTasksUntilIdle() [g:\engines\unreal\source\ue_4_20\engine\source\runtime\core\private\async\taskgraph.cpp:585]
UE4Editor_Engine!FTickTaskSequencer::ReleaseTickGroup() [g:\engines\unreal\source\ue_4_20\engine\source\runtime\engine\private\ticktaskmanager.cpp:558]
UE4Editor_Engine!FTickTaskManager::RunTickGroup() [g:\engines\unreal\source\ue_4_20\engine\source\runtime\engine\private\ticktaskmanager.cpp:1455]
UE4Editor_Engine!UWorld::RunTickGroup() [g:\engines\unreal\source\ue_4_20\engine\source\runtime\engine\private\leveltick.cpp:780]
UE4Editor_Engine!UWorld::Tick() [g:\engines\unreal\source\ue_4_20\engine\source\runtime\engine\private\leveltick.cpp:1466]
UE4Editor_UnrealEd!UEditorEngine::Tick() [g:\engines\unreal\source\ue_4_20\engine\source\editor\unrealed\private\editorengine.cpp:1691]
UE4Editor_UnrealEd!UUnrealEdEngine::Tick() [g:\engines\unreal\source\ue_4_20\engine\source\editor\unrealed\private\unrealedengine.cpp:403]
UE4Editor!FEngineLoop::Tick() [g:\engines\unreal\source\ue_4_20\engine\source\runtime\launch\private\launchengineloop.cpp:3495]
UE4Editor!GuardedMain() [g:\engines\unreal\source\ue_4_20\engine\source\runtime\launch\private\launch.cpp:166]
UE4Editor!GuardedMainWrapper() [g:\engines\unreal\source\ue_4_20\engine\source\runtime\launch\private\windows\launchwindows.cpp:144]
UE4Editor!WinMain() [g:\engines\unreal\source\ue_4_20\engine\source\runtime\launch\private\windows\launchwindows.cpp:223]
UE4Editor!__scrt_common_main_seh() [f:\dd\vctools\crt\vcstartup\src\startup\exe_common.inl:288]
kernel32
ntdll
dealt with access violation once before, it was due to the pawn being out of the nav volume bounds. It is not the case this time, I made double-sure of that.
UE 4.20.2, Blueprint project
Relevant screenshots: https://imgur.com/gallery/PEV3uwx
So, the plugin suddenly started making problems. Haven't changed anything about the nav, as I've been dealing with level design recently. And yet – what used to work, now crashes the engine.
dealt with access violation once before, it was due to the pawn being out of the nav volume bounds. It is not the case this time, I made double-sure of that.
UE 4.20.2, Blueprint project
Relevant screenshots: https://imgur.com/gallery/PEV3uwx