JetBrains / JetBrains/RiderSourceCodeAccess
RiderSourceCodeAccess plugin crash in UE5 Preview 2
- Dominant language
- C++
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- 116
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Description
I have built UE5 Preview 2 from source on linux and the editor crashes on launch. If I remove the RiderSourceCodeAccess plugin, then it will launch successfully. However, this means rider is not an option when selecting the source code editor in unreal editor settings.
Stacktrace:
```
LoginId:38287d6f76a6da254c13ed915bb8db2c-000003e8
EpicAccountId:
Caught signal 11 Segmentation fault
libUnrealEditor-SourceCodeAccess.so!FSourceCodeAccessModule::HandleModularFeatureRegistered(FName const&, IModularFeature\*) [/mnt/ssd/Development/UnrealEnginePreview2/Engine/Source/./Developer/SourceCodeAccess/Private/SourceCodeAccessModule.cpp:156]
libUnrealEditor-SourceCodeAccess.so!TBaseRawMethodDelegateInstance\::ExecuteIfSafe(FName const&, IModularFeature\*) const [/mnt/ssd/Development/UnrealEnginePreview2/Engine/Source/Runtime/Core/Public/Delegates/DelegateInstancesImpl.h:467]
libUnrealEditor-Core.so!TMulticastDelegate\::Broadcast(FName const&, IModularFeature\*) const [/mnt/ssd/Development/UnrealEnginePreview2/Engine/Source/Runtime/Core/Public/Delegates/DelegateSignatureImpl.inl:967]
libUnrealEditor-Core.so!FModularFeatures::RegisterModularFeature(FName, IModularFeature\*) [/mnt/ssd/Development/UnrealEnginePreview2/Engine/Source/./Runtime/Core/Private/Features/ModularFeatures.cpp:44]
libUnrealEditor-RiderSourceCodeAccess.so!FRiderSourceCodeAccessModule::GenerateUprojectAccessors(TArray\ \> const&) [/mnt/ssd/Development/UnrealEnginePreview2/Engine/Source/./../Plugins/Developer/RiderSourceCodeAccess/Source/RiderSourceCodeAccess/Private/RiderSourceCodeAccessorModule.cpp:77]
libUnrealEditor-RiderSourceCodeAccess.so!FRiderSourceCodeAccessModule::StartupModule() [/mnt/ssd/Development/UnrealEnginePreview2/Engine/Source/./../Plugins/Developer/RiderSourceCodeAccess/Source/RiderSourceCodeAccess/Private/RiderSourceCodeAccessorModule.cpp:19]
libUnrealEditor-Core.so!FModuleManager::LoadModuleWithFailureReason(FName, EModuleLoadResult&, ELoadModuleFlags) [/mnt/ssd/Development/UnrealEnginePreview2/Engine/Source/./Runtime/Core/Private/Modules/ModuleManager.cpp:577]
libUnrealEditor-Projects.so!FModuleDescriptor::LoadModulesForPhase(ELoadingPhase::Type, TArray\ \> const&, TMap\ \>&) [/mnt/ssd/Development/UnrealEnginePreview2/Engine/Source/./Runtime/Projects/Private/ModuleDescriptor.cpp:689]
libUnrealEditor-Projects.so!FPluginManager::TryLoadModulesForPlugin(FPlugin const&, ELoadingPhase::Type) const [/mnt/ssd/Development/UnrealEnginePreview2/Engine/Source/./Runtime/Projects/Private/PluginManager.cpp:1581]
libUnrealEditor-Projects.so!FPluginManager::LoadModulesForEnabledPlugins(ELoadingPhase::Type) [/mnt/ssd/Development/UnrealEnginePreview2/Engine/Source/./Runtime/Projects/Private/PluginManager.cpp:1658]
UnrealEditor!FEngineLoop::LoadStartupModules() [/mnt/ssd/Development/UnrealEnginePreview2/Engine/Source/./Runtime/Launch/Private/LaunchEngineLoop.cpp:4118]
UnrealEditor!FEngineLoop::PreInitPostStartupScreen(char16_t const\*) [/mnt/ssd/Development/UnrealEnginePreview2/Engine/Source/./Runtime/Launch/Private/LaunchEngineLoop.cpp:3469]
UnrealEditor!GuardedMain(char16_t const\*) [/mnt/ssd/Development/UnrealEnginePreview2/Engine/Source/./Runtime/Launch/Private/Launch.cpp:137]
libUnrealEditor-UnixCommonStartup.so!CommonUnixMain(int, char\*\*, int (\*)(char16_t const\*), void (\*)()) [/mnt/ssd/Development/UnrealEnginePreview2/Engine/Source/Runtime/Unix/UnixCommonStartup/Private/UnixCommonStartup.cpp:264]
libc.so.6!UnknownFunction(0x29fcf)
libc.so.6!__libc_start_main(+0x7c)
UnrealEditor!_start()
```
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