Inventory crash on opening — null reference in equipment slots

Title: Crash on opening inventory — NullReferenceException in InventoryCharacterElement.UpdateEquipmentSlots

Build: 29466 (Project Revision 152498) — Engine Unity_6000.1.15f1_upd1017

Description:

Game crashes consistently. Minidump shows STACK_BUFFER_OVERRUN (0xC0000409) in GameAssembly.dll at offset 0x97a815 — same offset across multiple crashes.

Trigger from Player.log: a NullReferenceException in Moon.Forsaken.InventoryCharacterElement.UpdateEquipmentSlots, called from OnInventoryUpdate. About 30 seconds later, the engine starts spamming Graphics.CopyTexture errors (src 1x1 → dst 1280x720) — over 12,000 errors in 20 seconds — until the engine self-terminates with Unstable environment, too many exceptions, terminating build.

Stack trace from Player.log:

2026-05-03T23:15:10.468|X|16928||NullReferenceException: Object reference not set to an instance of an object.
  at Moon.Forsaken.InventoryCharacterElement.UpdateEquipmentSlots (Quantum.Frame f, Quantum.EntityRef heroRef, Quantum.EquipmentComponent* heroEquipment, System.Func`3[T1,T2,TResult] itemFilterTest)
  at Moon.Forsaken.InventoryCharacterElement.OnShow (Quantum.Frame f, Moon.Forsaken.PlayerUIContext context, System.String playerName, Quantum.AttributeComponent* statsData, Quantum.LevelComponent* levelComponent, Quantum.EntityRef playerHero, Quantum.EquipmentComponent* heroEquipment, System.Func`3[T1,T2,TResult] itemFilterTest)
  at Moon.Forsaken.InventoryScreenMain.UpdateScreenData (Moon.Forsaken.InventoryTab inventoryToShow)
  at Moon.Forsaken.InventoryScreenMain.OnInventoryUpdate (Quantum.EventOnInventoryUpdate e)
  at Quantum.EventsSync.MoonEventDispatcher.Dispatch (Quantum.EventBase e, Quantum.EventsSync.EventStage stage)
  at Quantum.ViewSync.EventSynchronization.DispatchEvent
  at frameworks.session.Session.Tick ()
  at frameworks.session.SessionHandler.Tick (Moon.TheLoop.ViewFrame vf)

Followed by 12,000+ errors of:
Graphics.CopyTexture called with mismatching data size (src (1x1 with format 49 -> 4 bytes) dst (1280x720 with format 49 -> 3686400 bytes))

Final line:
Unstable environment, too many exceptions, terminating build.

System:

  • GPU: NVIDIA RTX 3060 12GB, driver 32.0.15.9636

  • CPU: Intel i5-12400

  • RAM: 16GB

  • OS: Windows 11 build 26200

  • Storage: SSD

  • Resolution: 2560x1440, D3D11

  • Tested with TAA+CAS, DLSS, and FSR — crash reproduces with same offset, so it’s not upscaler-related

  • Steam file integrity: verified, all files OK

Repro: Crash happens consistently after ~30 minutes of gameplay, when opening the inventory screen. The crash is reported automatically via Backtrace (crashpad in LocalLow\Moon Studios\NoRestForTheWicked\backtrace).

Player Log, Crashpad, Data Store and Dxdiag:

Huh, strange event.

Thanks for reporting Jo.oy!

Do you have any mods installed?

Anything else that might attribute to this crash?

Silas

Hi Silas, thanks for the quick reply! :saluting_face:

No, no mods installed, just the base game from Steam.

I’ve been investigating the cause using old files, since I had backed up the folder and reinstalled the game, the only lead I had was that it started happening after we began doing the Crucible.

Here’s the timeline:

  • March 27, 2026 02:11 - Realm created (started playing with friends)

  • March 29, 2026 23:41 - First crash registered (2 days later)

  • April 2 - Second crash

  • April 13 onwards - crashes became much more frequent (4 in a single day)

I’m playing in a shared realm with 3 friends, and so far it’s only happening to me, none of the other players have experienced the issue.

I did some additional investigation in the backup folder I saved before reinstalling the game, and found some interesting details:

exact same exception: STACK_BUFFER_OVERRUN (0xC0000409) at the same offset (0x97a815) in GameAssembly.dll. The older crashes I had in the backup folder (from late March through April 29th) were ACCESS_VIOLATION (0xC0000005) a completely different signature, so this looks like a new specific bug that started after Crucible runs began.

Likely root trigger (from older Player-prev.log): The first exception that destabilizes the session is consistently a NullReferenceException in:

Moon.Pooling.GamePooling.Destroy(UnityEngine.GameObject obj)
SpawnOnParticleCollision.OnParticleCollision(UnityEngine.GameObject other)

This happens during Crucible combat, around the infiniteDungeon/entrance/infiniteDungeonMainEntrance/.../gateOpenSetup area. Right before the null-ref fires, the log shows ~26 occurrences over ~1 minute of MeleeEffects: No CharacterView found in parent on [QuantumViews]/boneBoltView(Clone)/MeleeEffectsProjectile, plus [InstantiationAnimator] ContextNode is invalid - playback was likely disposed before callback on electroBodyHit particles attached to plaguedRatView and plaguedRangerView (plague enemies in the arena).

Cascade after the initial null-ref:

  • EventDied called two times for heroView (multiple times)

  • WorldSpaceUIView ... Observed Entity is Null referencing the Infinite Dungeon entrance

  • Missing loading screen background for arenas/entrance

  • Then 12,000–17,000 Graphics.CopyTexture called with mismatching data size (src 1x1 → dst 1280x720) errors in ~20 seconds

  • Final line: Unstable environment, too many exceptions, terminating build.

My hypothesis (speculation): I’m not sure what boneBolt corresponds to, I don’t recognize it as one of my abilities, so I suspect it might be a projectile from a Crucible enemy. If so, the pattern could be: enemy fires boneBolt projectile → I (or my friends) kill the enemy before the projectile lands → orphaned projectile loses its parent CharacterView → eventually one of those orphaned projectiles triggers SpawnOnParticleCollision.OnParticleCollision → null-ref → cascade → crash. This would also explain why I’m the only one in the realm affected: as the ice/pestilence Mage, I tend to kill ranged enemies via crowd control or DoT, often after they’ve already fired but before the projectile resolves. But this is just a guess based on the log patterns you’d know better what boneBoltView actually is.

Important — crashes don’t only happen inside the Crucible: Sometimes the game crashes well after I’ve left the Crucible (in the open world, opening the inventory, transitioning between areas). It seems like the broken state from the Crucible session persists in memory until something else triggers the cascade later. Once I restart the game, the timer “resets” until I do another Crucible run.

Other factors that may have contributed to the issue:

  • Mage build using several custom-built staves: one staff with the “Dart” ability for each element, one pestilence staff, one ice staff, and one electric staff (though I rarely use the electric one). My main staff is the ice one, and I frequently use the Frost Stream ability. Happy to share details on the staves and their runes/gems if relevant.

  • One of the other players consistently uses a bow with electric effect.

  • Steam Cloud sync is enabled.

If you need anything else, just let me know how I can share them.

:open_file_folder: NoRestForTheWicked​.old​.zip: https://we.tl/t-y33LS6qgoFiwaNfv

And if you have any ideas on what I can do to minimize the problem in the meantime, please let me know. The crashes have become very frequent lately :frowning: , maybe I shouldn’t play Crucible? If you have any suggestions, thank you again.

Okay so there is this topic about random crashes: [Combined] I am crashing and I don't know why but your experience seems to not fit that. However there are crashes linked to using certain abilities (mostly magic) and certain boss moves/attacks.

When you are describing the possibility of the ice magic crashing the game for you, do you mean that still in tandem with you opening your inventory? If not, I’d like merge this into the topic I linked :wink:.

Thanks in addition to all the information, the team will appreciate that!

Silas