Unreal Integration error while registering functions

Hi, loving the plugin. It works perfectly fine on Unreal Engine 5.5 from EGS.

We’re having problems getting it to run on our source UE (AngelScript) though.
The plugin builds fine. When enabled, during loading, it crashes while calling RegisterFunctions() for ChatbotComponent.

We have tried:

  • Using older plugin versions (3.5)
  • Removing UFUNCTION on as many function definitions as possible
  • Altering the loading phase of the plugin

The stack trace displays 0xfffffffff for InArray, with Num=24.

Any help will be appreciated.

Hello @vacuity_dev,

Welcome to the Convai Developer Forum!

Could you please share the Crash Logs and Editor logs?

Here’s the debugger output around the crash:
‘UnrealEditor.exe’ (Win32): Loaded ‘E:\UE\5.5\Engine\Plugins\VirtualProduction\Takes\Binaries\Win64\UnrealEditor-TakesCore.dll’. Symbols loaded.

‘UnrealEditor.exe’ (Win32): Loaded ‘E:\UE\5.5\Engine\Plugins\VirtualProduction\Takes\Binaries\Win64\UnrealEditor-TakeMovieScene.dll’. Symbols loaded.

‘UnrealEditor.exe’ (Win32): Loaded ‘E:\UE\5.5\Engine\Plugins\VirtualProduction\Takes\Binaries\Win64\UnrealEditor-TakeTrackRecorders.dll’. Symbols loaded.

‘UnrealEditor.exe’ (Win32): Loaded ‘E:\UE\5.5\Engine\Plugins\VirtualProduction\Takes\Binaries\Win64\UnrealEditor-TakeRecorder.dll’. Symbols loaded.

‘UnrealEditor.exe’ (Win32): Loaded ‘E:\UE\5.5\Engine\Plugins\VirtualProduction\Takes\Binaries\Win64\UnrealEditor-CacheTrackRecorder.dll’. Symbols loaded.

‘UnrealEditor.exe’ (Win32): Loaded ‘E:\UE\5.5\Engine\Plugins\FX\NiagaraSimCaching\Binaries\Win64\UnrealEditor-NiagaraSimCachingEditor.dll’. Symbols loaded.

‘UnrealEditor.exe’ (Win32): Loaded ‘E:\UE\5.5\Engine\Binaries\Win64\UnrealEditor-AudioCaptureCore.dll’. Symbols loaded.

‘UnrealEditor.exe’ (Win32): Unloaded ‘E:\UE\5.5\Engine\Binaries\Win64\UnrealEditor-AudioCaptureCore.dll’

‘UnrealEditor.exe’ (Win32): Loaded ‘E:\UE\5.5\Engine\Binaries\Win64\UnrealEditor-AudioCaptureCore.dll’. Symbols loaded.

‘UnrealEditor.exe’ (Win32): Loaded ‘E:\UE\5.5\Engine\Plugins\Marketplace\Convai\Binaries\Win64\UnrealEditor-Convai.dll’. Symbols loaded.

‘UnrealEditor.exe’ (Win32): Unloaded ‘E:\UE\5.5\Engine\Plugins\Marketplace\Convai\Binaries\Win64\UnrealEditor-Convai.dll’

‘UnrealEditor.exe’ (Win32): Loaded ‘E:\UE\5.5\Engine\Plugins\Marketplace\Convai\Binaries\Win64\UnrealEditor-Convai.dll’. Symbols loaded.

Exception thrown at 0x00007FFE61168673 (UnrealEditor-CoreUObject.dll) in UnrealEditor.exe: 0xC0000005: Access violation reading location 0xFFFFFFFFFFFFFFFF.

The crash log and editor logs don’t mention the error at all. I’ll get you the full stack trace soon.

It would be great if you could share the logs as a file.

Sure.
Log:
SmartSpatial.log (119.4 KB)

Thank you for the details. We will investigate this issue.

I wanted to inform you, this issue also occurs with Unreal 5.6 source build, with 3.6.1 release from github. Same message. Here’s some debug info if that helps:


Since you’re using a custom build of Unreal Engine, it’s possible that this environment introduces compatibility challenges not present in the standard version.

To assist further, we recommend the following:

  • Please add breakpoints around the engine function where the crash occurs during the RegisterFunctions() call.

  • This will help identify the exact invalid pointer or memory access causing the issue.

  • Given that you’re on a non-standard Unreal build, debugging locally on your setup is the most effective way to pinpoint the root cause.

Here you go. Breakpoint info from Unreal-AS 5.5, ConvAI 3.6.2.
The leaf exception is within a strlen:


Here are the arguments for RegisterFunctions() at breakpoint:

There is some additional code added by the Angelscript fork in the body, but the crash occurs before it is reached:

Further stack at breakpoint:

Hi, unfortunately, we don’t provide dedicated support for non-vanilla Unreal engine builds. To get dedicated support, please consider switching to our Enterprise Tier.