Repro Rate 15/25
Regression set to Yes as this was not found on //UE5/Release-5.2 CL 26001984 Binary
Building Nanite with a Landscape that has a material including Landscape Visibility Mask still gives an Assert after building. The initial build does work but you still get the assert if doing the steps over again. It is inconsistent, but it still happens.
Expected Results: Each time, the Nanite build is successful
Actual Results: The engine crashes and the assert appears
UnrealEditor-Landscape!ALandscapeProxy::ExportToRawMeshDataCopyNew(ALandscapeProxy::FRawMeshExportParams const &,FMeshDescription &,UE::Landscape::Nanite::FAsyncBuildData const &) [LandscapeEdit.cpp:4187] UnrealEditor-Landscape!ALandscapeProxy::ExportToRawMeshDataCopy(ALandscapeProxy::FRawMeshExportParams const &,FMeshDescription &,UE::Landscape::Nanite::FAsyncBuildData const &) [LandscapeEdit.cpp:3853] UnrealEditor-Landscape!static void `ULandscapeNaniteComponent::InitializeForLandscapeAsync'::`2'::<lambda_1>::operator() [LandscapeNaniteComponent.cpp:209] UnrealEditor-Landscape!TGraphTask<TFunctionGraphTaskImpl<void ,0> >::ExecuteTask(TArray<FBaseGraphTask *,TSizedDefaultAllocator<32> > &,ENamedThreads::Type,bool) [TaskGraphInterfaces.h:1265] UnrealEditor-Core!`LowLevelTasks::FTask::Init<`FTaskGraphCompatibilityImplementation::QueueTask(FBaseGraphTask *,bool,ENamedThreads::Type,ENamedThreads::Type) [Task.h:499] UnrealEditor-Core!class LowLevelTasks::FTask * LowLevelTasks::TTaskDelegate<LowLevelTasks::FTask * __cdecl(bool) [TaskDelegate.h:171] UnrealEditor-Core!LowLevelTasks::FTask::ExecuteTask() [Task.h:627] UnrealEditor-Core!LowLevelTasks::FScheduler::ExecuteTask(LowLevelTasks::FTask * &) [Scheduler.cpp:172] UnrealEditor-Core!LowLevelTasks::FScheduler::TryExecuteTaskFrom<LowLevelTasks::TLocalQueueRegistry<1024>::TLocalQueue,&LowLevelTasks::TLocalQueueRegistry<1024>::TLocalQueue::DequeueGlobal(bool,bool) [Scheduler.cpp:350] UnrealEditor-Core!LowLevelTasks::FScheduler::WorkerMain(LowLevelTasks::FSleepEvent *,LowLevelTasks::TLocalQueueRegistry<1024>::TLocalQueue *,unsigned int,bool) [Scheduler.cpp:378] UnrealEditor-Core!static void UE::Core::Private::Function::TFunctionRefCaller<`LowLevelTasks::FScheduler::CreateWorker'::`2'::<lambda_1>,void __cdecl(void) [Function.h:480] UnrealEditor-Core!FThreadImpl::Run() [Thread.cpp:69] UnrealEditor-Core!FRunnableThreadWin::Run() [WindowsRunnableThread.cpp:149] UnrealEditor-Core!FRunnableThreadWin::GuardedRun() [WindowsRunnableThread.cpp:79] KERNEL32!7ffa00630000 + 17614 ntdll!7ffa018d0000 + 526b1
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There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-194086 in the post.
2 |
Component | UE - LD & Modeling - Terrain - Landscape |
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Affects Versions | 5.3 |
Target Fix | 5.4 |
Fix Commit | 29023629 |
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Main Commit | 29025960 |
Created | Aug 28, 2023 |
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Resolved | Oct 23, 2023 |
Updated | Nov 21, 2023 |