After a user creates a hole using the visibility tool on a landscape UE4 crashes.
> UE4Editor-Renderer-Win64-Debug.dll!FMaterialShader::SetParameters<FRHIVertexShader * __ptr64>() Line 131 C++ UE4Editor-Renderer-Win64-Debug.dll!TBasePassVertexShaderBaseType<FCachedPointIndirectLightingPolicy>::SetParameters() Line 78 C++ UE4Editor-Renderer-Win64-Debug.dll!TBasePassDrawingPolicy<FCachedPointIndirectLightingPolicy>::SetSharedState() Line 588 C++ UE4Editor-Renderer-Win64-Debug.dll!TStaticMeshDrawList<TBasePassDrawingPolicy<FCachedPointIndirectLightingPolicy> >::DrawElement() Line 86 C++ UE4Editor-Renderer-Win64-Debug.dll!TStaticMeshDrawList<TBasePassDrawingPolicy<FCachedPointIndirectLightingPolicy> >::DrawVisibleInner() Line 279 C++ UE4Editor-Renderer-Win64-Debug.dll!TStaticMeshDrawList<TBasePassDrawingPolicy<FCachedPointIndirectLightingPolicy> >::DrawVisible() Line 297 C++ UE4Editor-Renderer-Win64-Debug.dll!FDeferredShadingSceneRenderer::RenderBasePassStaticDataDefault() Line 242 C++ UE4Editor-Renderer-Win64-Debug.dll!FDeferredShadingSceneRenderer::RenderBasePassStaticData() Line 382 C++ UE4Editor-Renderer-Win64-Debug.dll!FDeferredShadingSceneRenderer::RenderBasePassView() Line 588 C++ UE4Editor-Renderer-Win64-Debug.dll!FDeferredShadingSceneRenderer::RenderBasePass() Line 1684 C++ UE4Editor-Renderer-Win64-Debug.dll!FDeferredShadingSceneRenderer::Render() Line 1037 C++ UE4Editor-Renderer-Win64-Debug.dll!RenderViewFamily_RenderThread() Line 1582 C++ UE4Editor-Renderer-Win64-Debug.dll!`FRendererModule::BeginRenderingViewFamily'::`23'::EURCMacro_FDrawSceneCommand::DoTask() Line 1678 C++ UE4Editor-Renderer-Win64-Debug.dll!TGraphTask<`FRendererModule::BeginRenderingViewFamily'::`23'::EURCMacro_FDrawSceneCommand>::ExecuteTask() Line 798 C++ UE4Editor-Core-Win64-Debug.dll!FBaseGraphTask::Execute() Line 329 C++ UE4Editor-Core-Win64-Debug.dll!FTaskThread::ProcessTasks() Line 539 C++ UE4Editor-Core-Win64-Debug.dll!FTaskThread::ProcessTasksUntilQuit() Line 340 C++ UE4Editor-Core-Win64-Debug.dll!FTaskGraphImplementation::ProcessThreadUntilRequestReturn() Line 1094 C++ UE4Editor-RenderCore-Win64-Debug.dll!RenderingThreadMain(FEvent * TaskGraphBoundSyncEvent) Line 310 C++ UE4Editor-RenderCore-Win64-Debug.dll!FRenderingThread::Run() Line 430 C++ UE4Editor-Core-Win64-Debug.dll!FRunnableThreadWin::Run() Line 72 C++ UE4Editor-Core-Win64-Debug.dll!FRunnableThreadWin::GuardedRun() Line 23 C++ UE4Editor-Core-Win64-Debug.dll!FRunnableThreadWin::_ThreadProc() Line 67 C++
i have this problem UE4CC-Windows-58DC12AF4B97F057BD108FBFF569B2E9_0000
Delay nodes occasionally don't fire the "Completed" output in a nativized build
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Installer 4.10 failed with error code R-1603
An error occurred while trying to generate project files !?
I am not able to find world outliner how to enable it?
Head over to the existing Questions & Answers thread and let us know what's up.
0 |
Component | UE - LD & Modeling - Terrain - Landscape |
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Affects Versions | 4.9 |
Target Fix | 4.10 |
Created | Sep 3, 2015 |
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Resolved | Oct 30, 2015 |
Updated | Apr 27, 2018 |