As designed, Engine can't load old cooked assets in a newer version of the Editor
This Jira was created from CrashReports submitted by the public due to the high number of occurrences.
Source Context:
2357 FORCENOINLINE void ResizeShrink() 2358 { 2359 const int32 NewArrayMax = AllocatorInstance.CalculateSlackShrink(ArrayNum, ArrayMax, sizeof(ElementType)); 2360 if (NewArrayMax != ArrayMax) 2361 { 2362 ArrayMax = NewArrayMax; 2363 check(ArrayMax >= ArrayNum); 2364 AllocatorInstance.ResizeAllocation(ArrayNum, ArrayMax, sizeof(ElementType)); 2365 } 2366 } 2367 FORCENOINLINE void ResizeTo(int32 NewMax) 2368 { 2369 if (NewMax) 2370 { 2371 ***** NewMax = AllocatorInstance.CalculateSlackReserve(NewMax, sizeof(ElementType)); 2372 } 2373 if (NewMax != ArrayMax) 2374 { 2375 ArrayMax = NewMax; 2376 AllocatorInstance.ResizeAllocation(ArrayNum, ArrayMax, sizeof(ElementType)); 2377 } 2378 } 2379 FORCENOINLINE void ResizeForCopy(int32 NewMax, int32 PrevMax) 2380 { 2381 if (NewMax) 2382 { 2383 NewMax = AllocatorInstance.CalculateSlackReserve(NewMax, sizeof(ElementType)); 2384 } 2385 if (NewMax != PrevMax) 2386 {
Most recent user affected CL: 3028348
Logs:
[Link Removed]
[Link Removed]
Repro steps unknown
UE4Editor_Engine!TArray<FVertexFactoryTypeDependency,FDefaultAllocator>::ResizeTo() [array.h:2372] UE4Editor_Engine!operator<<() [array.h:1281] UE4Editor_Engine!FMaterialShaderMapId::Serialize() [materialshader.cpp:372] UE4Editor_Engine!FMaterialShaderMap::Serialize() [materialshader.cpp:1994] UE4Editor_Engine!FMaterial::SerializeInlineShaderMap() [materialshared.cpp:746] UE4Editor_Engine!SerializeInlineShaderMaps() [material.cpp:461] UE4Editor_Engine!UMaterial::Serialize() [material.cpp:2204] UE4Editor_CoreUObject!FLinkerLoad::Preload() [linkerload.cpp:3293] UE4Editor_CoreUObject!EndLoad() [uobjectglobals.cpp:1411] UE4Editor_CoreUObject!LoadPackageInternal() [uobjectglobals.cpp:1171] UE4Editor_CoreUObject!LoadPackageInternal() [uobjectglobals.cpp:1286] UE4Editor_AssetRegistry!FAssetRegistry::CookedPackageNamesWithoutAssetDataGathered() [assetregistry.cpp:2111] UE4Editor_AssetRegistry!FAssetRegistry::Tick() [assetregistry.cpp:1435] UE4Editor_UnrealEd!UEditorEngine::Tick() [editorengine.cpp:1120] UE4Editor_UnrealEd!UUnrealEdEngine::Tick() [unrealedengine.cpp:368] UE4Editor!FEngineLoop::Tick() [launchengineloop.cpp:2775] UE4Editor!GuardedMain() [launch.cpp:148] UE4Editor!GuardedMainWrapper() [launchwindows.cpp:126] UE4Editor!WinMain() [launchwindows.cpp:200] UE4Editor!__scrt_common_main_seh() [exe_common.inl:264] kernel32!BaseThreadInitThunk() ntdll!RtlUserThreadStart()
i have this problem UE4CC-Windows-58DC12AF4B97F057BD108FBFF569B2E9_0000
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
When I open UE4 4.24.3 it appears that. Does anyone know how to solve?
What method is used to fill polygonal regions when drawing spline mesh at run time?
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-32783 in the post.
0 |
Component | UE - Graphics Features |
---|---|
Affects Versions | 4.12 |
Target Fix | 4.13 |
Created | Jul 5, 2016 |
---|---|
Resolved | Aug 12, 2016 |
Updated | May 2, 2018 |