Download the licensee repro from here - [Link Removed]
Enter PIE
A counter will start, somewhere between 4000-6000 frames there will be a crash where RenderMaterial is a nullptr.
Exception thrown: read access violation.
RenderMaterial->**** was nullptr.
> UE4Editor-Engine.dll!UCanvas::K2_DrawMaterial(UMaterialInterface * RenderMaterial, FVector2D ScreenPosition, FVector2D ScreenSize, FVector2D CoordinatePosition, FVector2D CoordinateSize, float Rotation, FVector2D PivotPoint) Line 2008 C++ UE4Editor-Engine.dll!UKismetRenderingLibrary::DrawMaterialToRenderTarget(UObject * WorldContextObject, UTextureRenderTarget2D * TextureRenderTarget, UMaterialInterface * Material) Line 193 C++ UE4Editor-CoreUObject.dll!UFunction::Invoke(UObject * Obj, FFrame & Stack, void * const Z_Param__Result) Line 5679 C++ UE4Editor-CoreUObject.dll!UObject::CallFunction(FFrame & Stack, void * const Z_Param__Result, UFunction * Function) Line 1023 C++ [Inline Frame] UE4Editor-CoreUObject.dll!FFrame::Step(UObject *) Line 418 C++ UE4Editor-CoreUObject.dll!UObject::ProcessContextOpcode(FFrame & Stack, void * const Z_Param__Result, bool bCanFailSilently) Line 2896 C++ [Inline Frame] UE4Editor-CoreUObject.dll!FFrame::Step(UObject *) Line 418 C++ UE4Editor-CoreUObject.dll!ProcessLocalScriptFunction(UObject * Context, FFrame & Stack, void * const Z_Param__Result) Line 1093 C++ UE4Editor-CoreUObject.dll!ProcessScriptFunction<void (__cdecl*)(UObject *,FFrame &,void *)>(UObject * Context, UFunction * Function, FFrame & Stack, void * const Z_Param__Result, void(*)(UObject *, FFrame &, void *) ExecFtor) Line 924 C++ UE4Editor-CoreUObject.dll!ProcessLocalFunction(UObject * Context, UFunction * Fn, FFrame & Stack, void * const Z_Param__Result) Line 1154 C++ [Inline Frame] UE4Editor-CoreUObject.dll!FFrame::Step(UObject *) Line 418 C++ UE4Editor-CoreUObject.dll!ProcessLocalScriptFunction(UObject * Context, FFrame & Stack, void * const Z_Param__Result) Line 1093 C++ UE4Editor-CoreUObject.dll!UObject::ProcessInternal(UObject * Context, FFrame & Stack, void * const Z_Param__Result) Line 1181 C++ UE4Editor-CoreUObject.dll!UFunction::Invoke(UObject * Obj, FFrame & Stack, void * const Z_Param__Result) Line 5679 C++ UE4Editor-CoreUObject.dll!UObject::ProcessEvent(UFunction * Function, void * Parms) Line 2018 C++ UE4Editor-Engine.dll!AActor::ProcessEvent(UFunction * Function, void * Parameters) Line 863 C++ UE4Editor-Engine.dll!AActor::ReceiveTick(float DeltaSeconds) Line 1976 C++ UE4Editor-Engine.dll!AActor::Tick(float DeltaSeconds) Line 1112 C++ UE4Editor-Engine.dll!AActor::TickActor(float DeltaSeconds, ELevelTick TickType, FActorTickFunction & ThisTickFunction) Line 1092 C++ UE4Editor-Engine.dll!FActorTickFunction::ExecuteTick(float DeltaTime, ELevelTick TickType, ENamedThreads::Type CurrentThread, const TRefCountPtr<FGraphEvent> & MyCompletionGraphEvent) Line 172 C++ UE4Editor-Engine.dll!FTickFunctionTask::DoTask(ENamedThreads::Type CurrentThread, const TRefCountPtr<FGraphEvent> & MyCompletionGraphEvent) Line 284 C++ UE4Editor-Engine.dll!TGraphTask<FTickFunctionTask>::ExecuteTask(TArray<FBaseGraphTask *,TSizedDefaultAllocator<32>> & NewTasks, ENamedThreads::Type CurrentThread) Line 886 C++ [Inline Frame] UE4Editor-Core.dll!FBaseGraphTask::Execute(TArray<FBaseGraphTask *,TSizedDefaultAllocator<32>> & CurrentThread, ENamedThreads::Type) Line 524 C++ UE4Editor-Core.dll!FNamedTaskThread::ProcessTasksNamedThread(int QueueIndex, bool bAllowStall) Line 710 C++ UE4Editor-Core.dll!FNamedTaskThread::ProcessTasksUntilQuit(int QueueIndex) Line 602 C++ [Inline Frame] UE4Editor-Core.dll!FTaskGraphImplementation::ProcessThreadUntilRequestReturn(ENamedThreads::Type CurrentThread) Line 1480 C++ UE4Editor-Core.dll!FTaskGraphImplementation::WaitUntilTasksComplete(const TArray<TRefCountPtr<FGraphEvent>,TInlineAllocator<4,TSizedDefaultAllocator<32>>> & Tasks, ENamedThreads::Type CurrentThreadIfKnown) Line 1532 C++ UE4Editor-Engine.dll!FTickTaskSequencer::ReleaseTickGroup(ETickingGroup WorldTickGroup, bool bBlockTillComplete) Line 564 C++ UE4Editor-Engine.dll!FTickTaskManager::RunTickGroup(ETickingGroup Group, bool bBlockTillComplete) Line 1585 C++ UE4Editor-Engine.dll!UWorld::RunTickGroup(ETickingGroup Group, bool bBlockTillComplete) Line 785 C++ UE4Editor-Engine.dll!UWorld::Tick(ELevelTick TickType, float DeltaSeconds) Line 1610 C++ UE4Editor-UnrealEd.dll!UEditorEngine::Tick(float DeltaSeconds, bool bIdleMode) Line 1736 C++ UE4Editor-UnrealEd.dll!UUnrealEdEngine::Tick(float DeltaSeconds, bool bIdleMode) Line 426 C++ UE4Editor.exe!FEngineLoop::Tick() Line 4921 C++ [Inline Frame] UE4Editor.exe!EngineTick() Line 62 C++ UE4Editor.exe!GuardedMain(const wchar_t * CmdLine) Line 178 C++ UE4Editor.exe!LaunchWindowsStartup(HINSTANCE__ * hInInstance, HINSTANCE__ * hPrevInstance, char * __formal, int nCmdShow, const wchar_t * CmdLine) Line 262 C++ UE4Editor.exe!WinMain(HINSTANCE__ * hInInstance, HINSTANCE__ * hPrevInstance, char * pCmdLine, int nCmdShow) Line 320 C++ [Inline Frame] UE4Editor.exe!invoke_main() Line 102 C++ UE4Editor.exe!__scrt_common_main_seh() Line 288 C++ kernel32.dll!BaseThreadInitThunk() Unknown ntdll.dll!RtlUserThreadStart() Unknown
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0 |
Component | Media Framework |
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Affects Versions | 4.27 |
Created | Nov 11, 2021 |
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Resolved | Nov 16, 2021 |
Updated | Nov 16, 2021 |