ARK: Survival Evolved

ARK: Survival Evolved

Advanced Architecture Mod
back2basics 15 Jun, 2016 @ 8:30pm
Crash when o go near my castle
I am getting constant crash when I go near my castle built with this mod. The whole are just causes the server to crash. Any help would be appreciated. We will have to wipe the whole map if I cannot fix this.

Here is he crash..

LowLevelFatalError [File:E:\SVN_Ark\Engine\Source\Runtime\CoreUObject\Private\UObject\UObjectBaseUtility.cpp] [Line: 250]
IsA(NULL) cannot yield meaningful results


VERSION: 242.9
KERNELBASE.dll!UnknownFunction (0x00007ffa49498a5c) + 0 bytes [UnknownFile:0]
ShooterGameServer.exe!FError::LowLevelFatal() (0x00007ff65cd40b6a) + 0 bytes [e:\svn_ark\engine\source\runtime\core\private\misc\outputdevice.cpp:354]
ShooterGameServer.exe!APrimalStructure::GetSnapToParentStructures() (0x00007ff65c77eb88) + 104 bytes [e:\svn_ark\projects\shootergame\source\shootergame\private\primalstructure.cpp:2100]
ShooterGameServer.exe!APrimalStructure::FinalStructurePlacement() (0x00007ff65c77a0a2) + 65 bytes [e:\svn_ark\projects\shootergame\source\shootergame\private\primalstructure.cpp:1399]
ShooterGameServer.exe!APrimalStructurePlacer::FinalStructurePlacement() (0x00007ff65c7c433a) + 10 bytes [e:\svn_ark\projects\shootergame\source\shootergame\private\primalstructureplacer.cpp:421]
ShooterGameServer.exe!AShooterPlayerController::ServerRequestPlaceStructure_Implementation() (0x00007ff65c8bc871) + 0 bytes [e:\svn_ark\projects\shootergame\source\shootergame\private\shooterplayercontroller.cpp:2743]
ShooterGameServer.exe!AShooterPlayerController::execServerRequestPlaceStructure() (0x00007ff65ccaffeb) + 1563 bytes [e:\svn_ark\projects\shootergame\source\shootergame\classes\shooterplayercontroller.h:42]
ShooterGameServer.exe!UObject::ProcessEvent() (0x00007ff65cde6350) + 94 bytes [e:\svn_ark\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:926]
ShooterGameServer.exe!AActor::ProcessEvent() (0x00007ff65d24272f) + 0 bytes [e:\svn_ark\engine\source\runtime\engine\private\actor.cpp:591]
ShooterGameServer.exe!FObjectReplicator::ReceivedBunch() (0x00007ff65d2c8fd2) + 0 bytes [e:\svn_ark\engine\source\runtime\engine\private\datareplication.cpp:654]
ShooterGameServer.exe!UActorChannel::ProcessBunch() (0x00007ff65d2c4b0d) + 26 bytes [e:\svn_ark\engine\source\runtime\engine\private\datachannel.cpp:1727]
ShooterGameServer.exe!UChannel::ReceivedNextBunch() (0x00007ff65d2c1583) + 21 bytes [e:\svn_ark\engine\source\runtime\engine\private\datachannel.cpp:530]
ShooterGameServer.exe!UChannel::ReceivedRawBunch() (0x00007ff65d2c115d) + 0 bytes [e:\svn_ark\engine\source\runtime\engine\private\datachannel.cpp:330]
ShooterGameServer.exe!UNetConnection::ReceivedPacket() (0x00007ff65d3ba37d) + 0 bytes [e:\svn_ark\engine\source\runtime\engine\private\netconnection.cpp:1102]
ShooterGameServer.exe!UNetConnection::ReceivedRawPacket() (0x00007ff65d3b9173) + 0 bytes [e:\svn_ark\engine\source\runtime\engine\private\netconnection.cpp:569]
ShooterGameServer.exe!UIpNetDriver::TickDispatch() (0x00007ff65d20c3be) + 0 bytes [e:\svn_ark\engine\source\runtime\online\onlinesubsystemutils\private\ipnetdriver.cpp:174]
ShooterGameServer.exe!TBaseUObjectMethodDelegateInstance_OneParam<APrimalCharacter,void,float>::ExecuteIfSafe() (0x00007ff65c6a8697) + 0 bytes [e:\svn_ark\engine\source\runtime\core\public\delegates\delegateinstancesimpl.inl:532]
ShooterGameServer.exe!TBaseMulticastDelegate_OneParam<void,float>::Broadcast() (0x00007ff65d3aa039) + 14 bytes [e:\svn_ark\engine\source\runtime\core\public\delegates\delegatesignatureimpl.inl:1784]
ShooterGameServer.exe!UWorld::Tick() (0x00007ff65d394b5f) + 0 bytes [e:\svn_ark\engine\source\runtime\engine\private\leveltick.cpp:1073]
ShooterGameServer.exe!UGameEngine::Tick() (0x00007ff65d2f9b7f) + 0 bytes [e:\svn_ark\engine\source\runtime\engine\private\gameengine.cpp:953]
ShooterGameServer.exe!FEngineLoop::Tick() (0x00007ff65c62137b) + 0 bytes [e:\svn_ark\engine\source\runtime\launch\private\launchengineloop.cpp:2344]
ShooterGameServer.exe!GuardedMain() (0x00007ff65c61ce4c) + 0 bytes [e:\svn_ark\engine\source\runtime\launch\private\launch.cpp:140]
ShooterGameServer.exe!GuardedMainWrapper() (0x00007ff65c62234a) + 5 bytes [e:\svn_ark\engine\source\runtime\launch\private\windows\launchwindows.cpp:125]
ShooterGameServer.exe!WinMain() (0x00007ff65c622478) + 8 bytes [e:\svn_ark\engine\source\runtime\launch\private\windows\launchwindows.cpp:209]
ShooterGameServer.exe!__tmainCRTStartup() (0x00007ff65e1bc741) + 21 bytes [f:\dd\vctools\crt\crtw32\dllstuff\crtexe.c:618]
KERNEL32.DLL!UnknownFunction (0x00007ffa499c13d2) + 0 bytes [UnknownFile:0]
ntdll.dll!UnknownFunction (0x00007ffa4bf854e4) + 0 bytes [UnknownFile:0]
ntdll.dll!UnknownFunction (0x00007ffa4bf854e4) + 0 bytes [UnknownFile:0]
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Showing 1-3 of 3 comments
hogscraper  [developer] 16 Jun, 2016 @ 8:13pm 
That's happening when you get near? Is anyone else on at the time? There is an issue currently with Metal Sconces that I will have fixed in this Sunday's patch. It was causing things like that but only when you place a door into a doorway that already has sconces attached. Your bug report is giving the same error but I've not yet seen how they can already be placed. You can try overriding either of those engrams as a temporary fix.
SimpleSiren 19 Jun, 2016 @ 6:21pm 
Originally posted by hogs:
That's happening when you get near? Is anyone else on at the time? There is an issue currently with Metal Sconces that I will have fixed in this Sunday's patch. It was causing things like that but only when you place a door into a doorway that already has sconces attached. Your bug report is giving the same error but I've not yet seen how they can already be placed. You can try overriding either of those engrams as a temporary fix.


Yea if you use a stone wall near the Scone i got this error had to take them all down
hogscraper  [developer] 19 Jun, 2016 @ 6:23pm 
The old metal sconces were removed with this latest patch and were replaced with the new metal sconce. I was going to leave the old ones in but they were still causing issues so I removed with when the new one was ready.
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Showing 1-3 of 3 comments
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