Description

Crash happens when trying to sculpt on a duplicated landscape that has edit layers enabled. This crash does not occur for landscapes that are duplicated with edit layers disabled.

Steps to Reproduce
  1. Create a landscape and enable edit layers for it.
  2. Duplicate the newly created landscape.
  3. Go into landscape edit mode and use the sculpt tool on duplicated landscape.
Callstack
UE4Editor-CoreUObject.dll!FUntypedBulkData::Lock(unsigned int LockFlags) Line 563	C++
 	UE4Editor-Engine.dll!FTextureSource::LockMip(int BlockIndex, int LayerIndex, int MipIndex) Line 1046	C++
 	[Inline Frame] UE4Editor-Landscape.dll!FTextureSource::LockMip(int) Line 322	C++
 	UE4Editor-Landscape.dll!FLandscapeTextureDataInfo::GetMipData(int MipNum) Line 102	C++
 	[Inline Frame] UE4Editor-Landscape.dll!FLandscapeEditDataInterface::GetHeightMapColor(const ULandscapeComponent * TextureData, int) Line 967	C++
 	[Inline Frame] UE4Editor-Landscape.dll!FLandscapeEditDataInterface::GetHeightMapData(const ULandscapeComponent *) Line 985	C++
 	[Inline Frame] UE4Editor-Landscape.dll!FLandscapeEditDataInterface::GetHeightDataTempl::__l2::<lambda_7bc3d9c6626d24ae4cd7d9e127daf6d1>::operator()(const ULandscapeComponent * TexU, int TexV, int) Line 1498	C++
 	UE4Editor-Landscape.dll!FLandscapeEditDataInterface::GetHeightDataInternal<`anonymous namespace'::TSparseDataAccess<unsigned short>,<lambda_7bc3d9c6626d24ae4cd7d9e127daf6d1>>(int & ValidX1, int & ValidY1, int & ValidX2, int & ValidY2, `anonymous-namespace'::TSparseDataAccess<unsigned short> & StoreData, FLandscapeEditDataInterface::GetHeightDataTempl::__l2::<lambda_7bc3d9c6626d24ae4cd7d9e127daf6d1> GetHeightMapDataFunction) Line 1294	C++
 	[Inline Frame] UE4Editor-Landscape.dll!FLandscapeEditDataInterface::GetHeightDataTempl(int &) Line 1498	C++
 	UE4Editor-Landscape.dll!FLandscapeEditDataInterface::GetHeightData(int & X1, int & Y1, int & X2, int & Y2, TMap<FIntPoint,unsigned short,FDefaultSetAllocator,TDefaultMapHashableKeyFuncs<FIntPoint,unsigned short,0>> & SparseData) Line 1569	C++
 	[Inline Frame] UE4Editor-LandscapeEditor.dll!FHeightmapAccessor<1>::GetData(int &) Line 395	C++
 	UE4Editor-LandscapeEditor.dll!TLandscapeEditCache<FHeightmapAccessorTool<1>,unsigned short>::CacheData(int X1, int Y1, int X2, int Y2, bool bCacheOriginalData) Line 309	C++
 	UE4Editor-LandscapeEditor.dll!FLandscapeToolStrokeSculpt::Apply(FEditorViewportClient * ViewportClient, FLandscapeBrush * Brush, const ULandscapeEditorObject * UISettings, const TArray<FLandscapeToolInteractorPosition,TSizedDefaultAllocator<32>> & InteractorPositions) Line 419	C++
 	UE4Editor-LandscapeEditor.dll!FLandscapeToolBase<FLandscapeToolStrokeSculpt>::BeginTool(FEditorViewportClient * ViewportClient, const FLandscapeToolTarget & InTarget, const FVector & InHitLocation) Line 1411	C++
 	UE4Editor-LandscapeEditor.dll!FEdModeLandscape::InputKey(FEditorViewportClient * ViewportClient, FViewport * Viewport, FKey Key, EInputEvent Event) Line 1898	C++
 	UE4Editor-UnrealEd.dll!ULegacyEdModeWrapper::InputKey(FEditorViewportClient * ViewportClient, FViewport * Viewport, FKey Key, EInputEvent Event) Line 194	C++
 	UE4Editor-UnrealEd.dll!FEditorModeTools::InputKey(FEditorViewportClient * InViewportClient, FViewport * Viewport, FKey Key, EInputEvent Event) Line 1334	C++
 	UE4Editor-UnrealEd.dll!FEditorViewportClient::InputKey(FViewport * InViewport, int ControllerId, FKey Key, EInputEvent Event, float __formal, bool __formal) Line 2722	C++
 	UE4Editor-UnrealEd.dll!FLevelEditorViewportClient::InputKey(FViewport * InViewport, int ControllerId, FKey Key, EInputEvent Event, float AmountDepressed, bool bGamepad) Line 2865	C++
 	UE4Editor-LevelEditor.dll!FViewportClient::InputKey(const FInputKeyEventArgs & EventArgs) Line 814	C++
 	UE4Editor-Engine.dll!FSceneViewport::OnMouseButtonDown(const FGeometry & InGeometry, const FPointerEvent & InMouseEvent) Line 482	C++
 	UE4Editor-Slate.dll!SViewport::OnMouseButtonDown(const FGeometry & MyGeometry, const FPointerEvent & MouseEvent) Line 214	C++
 	[Inline Frame] UE4Editor-Slate.dll!FSlateApplication::RoutePointerDownEvent::__l5::<lambda_3008f576504c0c19c83032846bbd2c02>::operator()(const FArrangedWidget) Line 4715	C++
 	UE4Editor-Slate.dll!FEventRouter::Route<FReply,FEventRouter::FBubblePolicy,FPointerEvent,<lambda_3008f576504c0c19c83032846bbd2c02>>(FSlateApplication * ThisApplication, FEventRouter::FBubblePolicy RoutingPolicy, FPointerEvent EventCopy, const FSlateApplication::RoutePointerDownEvent::__l5::<lambda_3008f576504c0c19c83032846bbd2c02> & Lambda, ESlateDebuggingInputEvent DebuggingInputEvent) Line 378	C++
 	UE4Editor-Slate.dll!FSlateApplication::RoutePointerDownEvent(const FWidgetPath & WidgetsUnderPointer, const FPointerEvent & PointerEvent) Line 4701	C++
 	UE4Editor-Slate.dll!FSlateApplication::ProcessMouseButtonDownEvent(const TSharedPtr<FGenericWindow,0> & PlatformWindow, const FPointerEvent & MouseEvent) Line 4651	C++
 	UE4Editor-Slate.dll!FSlateApplication::OnMouseDown(const TSharedPtr<FGenericWindow,0> & PlatformWindow, const EMouseButtons::Type Button, const FVector2D CursorPos) Line 4551	C++
 	UE4Editor-ApplicationCore.dll!FWindowsApplication::ProcessDeferredMessage(const FDeferredWindowsMessage & DeferredMessage) Line 2186	C++
 	UE4Editor-ApplicationCore.dll!FWindowsApplication::DeferMessage(TSharedPtr<FWindowsWindow,0> & NativeWindow, HWND__ * InHWnd, unsigned int InMessage, unsigned __int64 InWParam, __int64 InLParam, int MouseX, int MouseY, unsigned int RawInputFlags) Line 2642	C++
 	UE4Editor-ApplicationCore.dll!FWindowsApplication::ProcessMessage(HWND__ * hwnd, unsigned int msg, unsigned __int64 wParam, __int64 lParam) Line 1046	C++
 	UE4Editor-ApplicationCore.dll!FWindowsApplication::AppWndProc(HWND__ * hwnd, unsigned int msg, unsigned __int64 wParam, __int64 lParam) Line 878	C++

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Fixed
ComponentUE - LD & Art - World Building - Landscape
Affects Versions4.26
Target Fix5.0
Fix Commit17692215
CreatedJun 8, 2021
ResolvedOct 1, 2021
UpdatedOct 6, 2021