May be a duplicate of this bug, which was closed due to no repro:
https://jira.ol.epicgames.net/browse/UE-10978
Not reproduced locally. As reported on UDN:
After rebuilding lighting in our map, we have a crash on startup that seems to be related to the indirect lighting cache. I am able to toggle the indirect lighting cache on and off and the crash does go away after toggling the lighting cache off
From
https://udn.unrealengine.com/questions/306209/indirect-lighting-crash.html
GAME-Win64-DebugGame.exe!FPrecomputedLightVolume::InterpolateIncidentRadiancePoint
GAME-Win64-DebugGame.exe!FIndirectLightingCache::InterpolatePoint
GAME-Win64-DebugGame.exe!FIndirectLightingCache::UpdateBlock
GAME-Win64-DebugGame.exe!FIndirectLightingCache::UpdateBlocks
GAME-Win64-DebugGame.exe!FIndirectLightingCache::FinalizeUpdateInternal_RenderThread
GAME-Win64-DebugGame.exe!FIndirectLightingCache::UpdateCache
GAME-Win64-DebugGame.exe!FSceneRenderer::PostVisibilityFrameSetup
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
How does TextureRenderTarget2D get TArray<uint8> type data?
When I open UE4 4.24.3 it appears that. Does anyone know how to solve?
Delay nodes occasionally don't fire the "Completed" output in a nativized build
How can i modify the param name in EQS node
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-34531 in the post.
0 |
Component | UE - Graphics Features |
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Affects Versions | 4.12, 4.13 |
Target Fix | 4.13 |
Created | Aug 11, 2016 |
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Resolved | Aug 11, 2016 |
Updated | May 2, 2018 |