[Crash] Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0xffffffffffffffff
Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0xffffffffffffffff
Icarus_Win64_Shipping!TFastReferenceCollector<FGCReferenceProcessor<9>,FGCCollector<9>,FGCArrayPool,9>::ProcessObjectArray() [C:\BA\work\92bbbfa44df12262\Engine\Source\Runtime\CoreUObject\Public\UObject\FastReferenceCollector.h:751]
Icarus_Win64_Shipping!TFastReferenceCollector<FGCReferenceProcessor<9>,FGCCollector<9>,FGCArrayPool,9>::FCollectorTaskQueue::DoTask() [C:\BA\work\92bbbfa44df12262\Engine\Source\Runtime\CoreUObject\Public\UObject\FastReferenceCollector.h:403]
Icarus_Win64_Shipping!TGraphTask<TFastReferenceCollector<FGCReferenceProcessor<9>,FGCCollector<9>,FGCArrayPool,9>::FCollectorTaskProcessorTask>::ExecuteTask() [C:\BA\work\92bbbfa44df12262\Engine\Source\Runtime\Core\Public\Async\TaskGraphInterfaces.h:891]
Icarus_Win64_Shipping!FTaskThreadAnyThread::ProcessTasksUntilQuit() [C:\BA\work\92bbbfa44df12262\Engine\Source\Runtime\Core\Private\Async\TaskGraph.cpp:888]
Icarus_Win64_Shipping!FTaskTh
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04 Mar
Elissa - Producer SystemHighlighted comment
"Game continuously crashing" (suggested by <Hidden> on 2026-03-01), including upvotes (1) and comments (0), was merged into this suggestion. -
24 Feb
argenex MergedSave seems to be broken now just after finishing one of the great hunts quest, where you goto the Lab 12 or something and get a container.
No matter what I do, the game crashes utterly after 2 minutes. As if on clockwork.
No mods or anything. I don't mess with things like that.
Also I have noticed that the creature deterrents still to this day, do not properly turn on when you load a world. I've lost several animals over the last couple of weeks due to this. Might want to fix that, apparently it's been a very long issue especially as I am not always loading into the world at base to turn them off and on again. -
01 Mar
Wanderlust MergedGame is crashing continuously (Every 5 - 10 minutes). Last night everything was fine, tonight, after the latest update, it keeps crashing.
Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0xffffffffffffffff
Icarus_Win64_Shipping!TFastReferenceCollector<FGCReferenceProcessor<9>,FGCCollector<9>,FGCArrayPool,9>::ProcessObjectArray() [C:\BA\work\92bbbfa44df12262\Engine\Source\Runtime\CoreUObject\Public\UObject\FastReferenceCollector.h:751]
Icarus_Win64_Shipping!TFastReferenceCollector<FGCReferenceProcessor<9>,FGCCollector<9>,FGCArrayPool,9>::FCollectorTaskQueue::DoTask() [C:\BA\work\92bbbfa44df12262\Engine\Source\Runtime\CoreUObject\Public\UObject\FastReferenceCollector.h:403]
Icarus_Win64_Shipping!TGraphTask<TFastReferenceCollector<FGCReferenceProcessor<9>,FGCCollector<9>,FGCArrayPool,9>::FCollectorTaskProcessorTask>::ExecuteTask() [C:\BA\work\92bbbfa44df12262\Engine\Source\Runtime\Core\Public\Async\TaskGraphInterfaces.h:891]
Icarus_Win64_Shipping!FTaskThreadAnyThre -
02 Mar
Wanderlust MergedI have exactly the same issue. I can play 2 min at a time, then it crashes. this is really annoying considering I have played 730 hours on the same PC, with the same hardware and software, the only thing that has changed is the updates in the code.... Considering I've purchased all the DLCs, I'm finding this a bitter pill to swallow.
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04 Mar
Elissa - Producer System"[Crash] Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x0000000008000020" (suggested by <Hidden> on 2026-02-24), including upvotes (3) and comments (1), was merged into this suggestion.
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11 Mar
EventideCheck if you're running low on memory. I've seen a few UE crashes since DH, they were extremely rare before. I noticed a pattern of memory consumption (that could have been happening before, but I wasn't paying attention before.) Swapfile (I set up 32gb fixed) is supposed to take care of high memory demands, but...
• Game start to splash screen: 4-5 gb
• Load into old prospect with 1200+ objects and 8-10 owned creatures, everything working fine: 10-14 gb (!!!)
• Perform local activities in my base for 15+ minutes. Crafting, taming, crop plot maintenance - no problems.
• Close to half of my total of 32 gb is taken by game after load, 85% total consumed.
• UE streaming finally decides to unload unused assets after 15-20 minutes, and memory consumption drops by half! Still doing same stuff around my base. Memory consumption now around ~5 gb and seems to stay in that range.
What's with the heavy preload? Why so long to self-optimize? I blame UE more than RW :)