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SUPERVIVE Dumping Crash #233

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SoNiice opened this issue Sep 7, 2024 · 2 comments
Open

SUPERVIVE Dumping Crash #233

SoNiice opened this issue Sep 7, 2024 · 2 comments

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@SoNiice
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SoNiice commented Sep 7, 2024

Hey,

trying to dump SUPERVIVE to look at the game for a bit and dumping always crashes, no matter in what stage of the game you try. Doing that while logging in (yea stupid idea, but I tried regardless) is crashing with a "xyz need render to xyz for screenshot" (don't remember the exact error).

Trying to dump ingame errors with a blueprint warning "render target has been released" and then crashes.

Trying to dump in the lobby crashes with the following:

Started Generation [Dumper-7]!

Dumper-7 by me, you & him


Searching for GObjects...

Found FChunkedFixedUObjectArray GObjects at offset 0x98839f0

LogWindows: Error: === Critical error: ===
LogWindows: Error:
LogWindows: Error: Fatal error!
LogWindows: Error:
LogWindows: Error: Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x0000000000000000
LogWindows: Error:
LogWindows: Error: [Callstack] 0x00007ff7c99a5865 SUPERVIVE-Win64-Shipping.exe!UnknownFunction []
LogWindows: Error: [Callstack] 0x00007ff7c98c03d4 SUPERVIVE-Win64-Shipping.exe!UnknownFunction []
LogWindows: Error: [Callstack] 0x00007ff7c98d0932 SUPERVIVE-Win64-Shipping.exe!UnknownFunction []
LogWindows: Error: [Callstack] 0x00007ff7c7ce4e6e SUPERVIVE-Win64-Shipping.exe!UnknownFunction []
LogWindows: Error: [Callstack] 0x00007ff7c98e05e1 SUPERVIVE-Win64-Shipping.exe!UnknownFunction []
LogWindows: Error: [Callstack] 0x00007ff7c98e0c47 SUPERVIVE-Win64-Shipping.exe!UnknownFunction []
LogWindows: Error: [Callstack] 0x00007ff7c7eac6d7 SUPERVIVE-Win64-Shipping.exe!UnknownFunction []
LogWindows: Error: [Callstack] 0x00007ff7c7ea9e21 SUPERVIVE-Win64-Shipping.exe!UnknownFunction []
LogWindows: Error: [Callstack] 0x00007ffbf78c7374 KERNEL32.DLL!UnknownFunction []
LogWindows: Error:
LogWindows: Error: appError called: Fatal error: [File:C:\TheoryCraft\build-staging\Engine\Source\Runtime\RenderCore\Private\RenderingThread.cpp] [Line: 952]
Rendering thread exception:
Fatal error!

Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x0000000000000000

0x00007ff7c99a5865 SUPERVIVE-Win64-Shipping.exe!UnknownFunction []
0x00007ff7c98c03d4 SUPERVIVE-Win64-Shipping.exe!UnknownFunction []
0x00007ff7c98d0932 SUPERVIVE-Win64-Shipping.exe!UnknownFunction []
0x00007ff7c7ce4e6e SUPERVIVE-Win64-Shipping.exe!UnknownFunction []
0x00007ff7c98e05e1 SUPERVIVE-Win64-Shipping.exe!UnknownFunction []
0x00007ff7c98e0c47 SUPERVIVE-Win64-Shipping.exe!UnknownFunction []
0x00007ff7c7eac6d7 SUPERVIVE-Win64-Shipping.exe!UnknownFunction []
0x00007ff7c7ea9e21 SUPERVIVE-Win64-Shipping.exe!UnknownFunction []
0x00007ffbf78c7374 KERNEL32.DLL!UnknownFunction []




LogOutputDevice: Error: === FDebug::DumpStackTrace(): ===
LogOutputDevice: Error:
LogOutputDevice: Error:

All those errors appeared AFTER it found the GObjects.

Hope this gives you any insight on what's wrong. Attaching a debugger simply crashes the game, they got no anti cheat apparently but anti debugging measurements so I didn't try any further on that.

@Fischsalat
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Well, give the debugger another shot, but freeze the process before attaching. Usually that defeats those simple anti-debugger protections.

@SoNiice
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SoNiice commented Sep 8, 2024

Sadly the same result, some access violations in the 'preloader.dll' module

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