Was a memory leak detection that has already been fixed in Main.
When you ALT-Drag a Decal that is not using the Dbuffer settings, the Engine will crash. The issue is not reproducible in Main Promotable-CL-2581018
This is a regression. Worked in 4.7.6, broken in 4.8.0.
[Link Removed]
RESULTS: CRASH
EXPECTED: Decal Copies and Moves
Fatal error: [Link Removed] [Line: 651]
Rendering thread exception:
Fatal error!
Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x00000011
UE4Editor-CoreUObject.dll!UObjectBaseUtility::IsA()
{0x000007feed6a0e94} + 0 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\sou
UE4Editor-Engine.dll!AActor::OnSubobjectCreatedFromReplication()
+ 24 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\sou
UE4Editor-Renderer.dll!FTransientDecalRenderData::FTransientDecalRenderData()
+ 0 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\sou
UE4Editor-Renderer.dll!FRCPassPostProcessDeferredDecals::Process()
+ 0 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\sou
UE4Editor-Renderer.dll!FRenderingCompositionGraph::RecursivelyProcess()
+ 0 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\sou
UE4Editor-Renderer.dll!FRenderingCompositionGraph::RecursivelyProcess()
+ 0 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\sou
UE4Editor-Renderer.dll!FRenderingCompositePassContext::Process()
+ 0 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\sou
UE4Editor-Renderer.dll!FCompositionLighting::ProcessBeforeBasePass()
+ 16 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\sou
UE4Editor-Renderer.dll!FDeferredShadingSceneRenderer::Render()
+ 175 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\sou
UE4Editor-Renderer.dll!RenderViewFamily_RenderThread()
+ 0 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\sou
UE4Editor-Renderer.dll!TGraphTask<`FRendererModule::BeginRenderingViewFamily'::`17'::EURCMacro_FDrawSceneCommand>::ExecuteTask()
+ 18 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\sou
UE4Editor-Core.dll!FTaskThread::ProcessTasks()
+ 0 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\sou
UE4Editor-Core.dll!FTaskThread::ProcessTasksUntilQuit()
+ 0 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\sou
UE4Editor-RenderCore.dll!RenderingThreadMain()
+ 0 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\sou
UE4Editor-RenderCore.dll!FRenderingThread::Run()
+ 0 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\sou
UE4Editor-Core.dll!FRunnableThreadWin::Run()
+ 0 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\sou
UE4Editor-Core.dll!FRunnableThreadWin::GuardedRun()
+ 8 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\sou
kernel32.dll
+ 0 bytes
ntdll.dll
+ 0 bytes
i have this problem UE4CC-Windows-58DC12AF4B97F057BD108FBFF569B2E9_0000
UE-81742 DXGI_ERROR_INVALID_CALL
I am not able to find world outliner how to enable it?
Undefined sysmbol: typeinfo for AActor when cross-compile linux dedicated server on windows
Delay nodes occasionally don't fire the "Completed" output in a nativized build
How can i modify the param name in EQS node
Head over to the existing Questions & Answers thread and let us know what's up.
0 |
Component | UE - Graphics Features |
---|---|
Affects Versions | 4.8 |
Target Fix | 4.9 |
Created | Jun 11, 2015 |
---|---|
Resolved | Jul 1, 2015 |
Updated | Apr 27, 2018 |