Steps to Reproduce
  • Add WaterBodyOcean actor (reset transform to zero)
  • Save Map
  • Go to Play Options (Advanced):
  • Play as Client with 1 user
  • DISABLE "Run Under One Process" (non-single process)
  • Hit Play
Callstack
Exception thrown: read access violation.
**WaterInfoMeshComponent** was nullptr.

>	[Inline Frame] UnrealEditor-Water.dll!FWaterBodyMeshBuilder::BuildWaterInfoMeshes::__l2::<lambda_1>::operator()(const UE::Geometry::FDynamicMesh3 &) Line 62	C++
 	UnrealEditor-Water.dll!FWaterBodyMeshBuilder::BuildWaterInfoMeshes(UWaterBodyComponent * WaterBodyComponent, UWaterBodyInfoMeshComponent * WaterInfoMeshComponent, UWaterBodyInfoMeshComponent * WaterInfoDilatedMeshComponent, bool bMakeWaterInfoMeshConservativeRasterCompatible) Line 69	C++
 	UnrealEditor-Water.dll!UWaterBodyComponent::UpdateWaterInfoMeshComponents() Line 1991	C++
 	UnrealEditor-Water.dll!UWaterBodyComponent::UpdateWaterBodyRenderData() Line 1954	C++
 	UnrealEditor-Water.dll!UWaterBodyComponent::OnPostRegisterAllComponents() Line 1554	C++
 	UnrealEditor-Water.dll!UWaterBodyOceanComponent::OnPostRegisterAllComponents() Line 476	C++
 	UnrealEditor-Water.dll!AWaterBody::PostRegisterAllComponents() Line 686	C++
 	UnrealEditor-Engine.dll!AActor::IncrementalRegisterComponents(int NumComponentsToRegister, FRegisterComponentContext * Context) Line 5571	C++
 	UnrealEditor-Engine.dll!ULevel::IncrementalRegisterComponents(bool bPreRegisterComponents, int NumComponentsToUpdate, FRegisterComponentContext * Context) Line 1759	C++
 	UnrealEditor-Engine.dll!ULevel::IncrementalUpdateComponents(int NumComponentsToUpdate, bool bRerunConstructionScripts, FRegisterComponentContext * Context) Line 1678	C++
 	UnrealEditor-Engine.dll!UWorld::UpdateWorldComponents(bool bRerunConstructionScripts, bool bCurrentLevelOnly, FRegisterComponentContext * Context) Line 2678	C++
 	UnrealEditor-Engine.dll!UWorld::InitializeActorsForPlay(const FURL & InURL, bool bResetTime, FRegisterComponentContext * Context) Line 5256	C++
 	UnrealEditor-Engine.dll!UEngine::LoadMap(FWorldContext & WorldContext, FURL URL, UPendingNetGame * Pending, FString & Error) Line 15644	C++
 	UnrealEditor-Engine.dll!UEngine::Browse(FWorldContext & WorldContext, FURL URL, FString & Error) Line 14825	C++
 	UnrealEditor-Engine.dll!UGameInstance::StartGameInstance() Line 684	C++
 	UnrealEditor-Engine.dll!UGameEngine::Start() Line 1223	C++
 	UnrealEditor.exe!FEngineLoop::Init() Line 4852	C++
 	[Inline Frame] UnrealEditor.exe!EngineInit() Line 62	C++
 	UnrealEditor.exe!GuardedMain::__l2::<lambda_2>::operator()(verse::FExecutionContext Context) Line 183	C++
 	[Inline Frame] UnrealEditor.exe!verse::FExecutionContext::Create(const GuardedMain::__l2::<lambda_2> &) Line 47	C++
 	UnrealEditor.exe!GuardedMain(const wchar_t * CmdLine) Line 136	C++
 	UnrealEditor.exe!GuardedMainWrapper(const wchar_t * CmdLine) Line 123	C++
 	UnrealEditor.exe!LaunchWindowsStartup(HINSTANCE__ * hInInstance, HINSTANCE__ * hPrevInstance, char * __formal, int nCmdShow, const wchar_t * CmdLine) Line 277	C++
 	UnrealEditor.exe!WinMain(HINSTANCE__ * hInInstance, HINSTANCE__ * hPrevInstance, char * pCmdLine, int nCmdShow) Line 317	C++
 	[Inline Frame] UnrealEditor.exe!invoke_main() Line 102	C++
 	UnrealEditor.exe!__scrt_common_main_seh() Line 288	C++
 	kernel32.dll!BaseThreadInitThunk()	Unknown
 	ntdll.dll!RtlUserThreadStart()	Unknown

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Fixed
Fix Commit34740278
CreatedJun 26, 2024
ResolvedJun 28, 2024
UpdatedJul 21, 2024
View Jira Issue