question

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cs-nemesis asked

Crash after testing register new PlayFab

Hi

I was testing PlayFab register the Unreal Engine crash twice ( btw when I enter Players tap in my Dashboard, the player I was trying to register is registered successfully!, but why the crash happen?

LoginId:14fdb2714be93ca049d583b19b2fd1db
EpicAccountId:


Access violation - code c0000005 (first/second chance not available)


UE4Editor_PlayFab!UPlayFabClientModelDecoder::decodeRegisterPlayFabUserResultResponse() [c:\users\administrator\documents\unreal projects\finalmatch2\plugins\playfab\source\playfab\private\playfabclientmodeldecoder.cpp:488]
UE4Editor_PlayFab!UPlayFabClientModelDecoder::execdecodeRegisterPlayFabUserResultResponse() [c:\users\administrator\documents\unreal projects\finalmatch2\plugins\playfab\source\playfab\classes\playfabclientmodeldecoder.h:20]
UE4Editor_CoreUObject!UFunction::Invoke() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\coreuobject\private\uobject\class.cpp:4542]
UE4Editor_CoreUObject!UObject::CallFunction() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:732]
UE4Editor_CoreUObject!UObject::ProcessContextOpcode() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:2167]
UE4Editor_CoreUObject!UObject::execLet() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:1953]
UE4Editor_CoreUObject!UObject::ProcessInternal() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:954]
UE4Editor_CoreUObject!UObject::CallFunction() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:856]
UE4Editor_CoreUObject!UObject::ProcessInternal() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:954]
UE4Editor_CoreUObject!UFunction::Invoke() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\coreuobject\private\uobject\class.cpp:4542]
UE4Editor_CoreUObject!UObject::ProcessEvent() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:1314]
UE4Editor_Engine!AActor::ProcessEvent() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\engine\private\actor.cpp:693]
UE4Editor_PlayFab!UPlayFabClientAPI::HelperRegisterPlayFabUser() [c:\users\administrator\documents\unreal projects\finalmatch2\plugins\playfab\source\playfab\private\playfabclientapi.cpp:3337]
UE4Editor_PlayFab!UPlayFabClientAPI::execHelperRegisterPlayFabUser()
UE4Editor_CoreUObject!UFunction::Invoke() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\coreuobject\private\uobject\class.cpp:4542]
UE4Editor_CoreUObject!UObject::ProcessEvent() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:1314]
UE4Editor_PlayFab!TMulticastScriptDelegate<FWeakObjectPtr>::ProcessMulticastDelegate<UObject>() [c:\program files\epic games\ue_4.18\engine\source\runtime\core\public\uobject\scriptdelegates.h:460]
UE4Editor_PlayFab!FOnPlayFabClientRequestCompleted::Broadcast() [c:\users\administrator\documents\unreal projects\finalmatch2\plugins\playfab\source\playfab\classes\playfabclientapi.h:15]
UE4Editor_PlayFab!UPlayFabClientAPI::OnProcessRequestComplete() [c:\users\administrator\documents\unreal projects\finalmatch2\plugins\playfab\source\playfab\private\playfabclientapi.cpp:7689]
UE4Editor_PlayFab!TBaseUObjectMethodDelegateInstance<0,UPlayFabClientAPI,void __cdecl(TSharedPtr<IHttpRequest,0>,TSharedPtr<IHttpResponse,1>,bool)>::ExecuteIfSafe() [c:\program files\epic games\ue_4.18\engine\source\runtime\core\public\delegates\delegateinstancesimpl.h:856]
UE4Editor_HTTP!TBaseDelegate<void,TSharedPtr<IHttpRequest,0>,TSharedPtr<IHttpResponse,1>,bool>::ExecuteIfBound() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\core\public\delegates\delegatesignatureimpl.inl:624]
UE4Editor_HTTP!FCurlHttpRequest::FinishedRequest() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\online\http\private\curl\curlhttp.cpp:871]
UE4Editor_HTTP!FHttpManager::Tick() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\online\http\private\httpmanager.cpp:115]
UE4Editor_Core!FTicker::Tick() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\core\private\containers\ticker.cpp:82]
UE4Editor!FEngineLoop::Tick() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\launch\private\launchengineloop.cpp:3455]
UE4Editor!GuardedMain() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\launch\private\launch.cpp:166]
UE4Editor!GuardedMainWrapper() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:134]
UE4Editor!WinMain() [d:\build\++ue4+release-4.18+compile\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:210]
UE4Editor!__scrt_common_main_seh() [f:\dd\vctools\crt\vcstartup\src\startup\exe_common.inl:253]
kernel32
ntdll

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brendan answered

Thanks, given that the user was created, the call obviously succeeded. The callstack shows where the error occurred, but it doesn't provide any context on the actual values that were being processed at the time. The best way to track this down would be to reproduce the error, and then in the debugger have a look at the actual values that are being passed into the call that's failing. Can you give that a try, and reply with the details of the actual parameters?

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cs-nemesis avatar image cs-nemesis commented ·

Thanks for reply..

After several trying I guess the problem in the Login with Play Fab, not sure what exactly the problem but this is the BluePrint

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brendan avatar image brendan cs-nemesis commented ·

To be clear, then - you're saying that things are working well now? Or, if not, can you clarify what the error is you're seeing?

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cs-nemesis avatar image cs-nemesis brendan commented ·

no I just figure out where the problem is but I didnt solve it yet

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