This Jira was created from CrashReports submitted by the public due to the high number of occurrences. Descriptions from users are provided below.
Error message:
Access violation - code c0000005 (first/second chance not available)
Source Context:
2602 TexDataInfos[WeightmapIdx] = GetTextureDataInfo(Component->WeightmapTextures[WeightmapIdx]); 2603 } 2604 2605 LayerDataPtrs.Reset(); // Pointers to all layers' data 2606 LayerDataPtrs.AddUninitialized(Component->WeightmapLayerAllocations.Num()); 2607 LayerNoWeightBlends.Reset(); // NoWeightBlend flags 2608 LayerNoWeightBlends.AddUninitialized(Component->WeightmapLayerAllocations.Num()); 2609 LayerEditDataAllZero.Reset(); // Whether the data we are editing for this layer is all zero 2610 LayerEditDataAllZero.AddUninitialized(Component->WeightmapLayerAllocations.Num()); 2611 2612 for (int32 LayerIdx = 0; LayerIdx < Component->WeightmapLayerAllocations.Num(); LayerIdx++) 2613 { 2614 FWeightmapLayerAllocationInfo& Allocation = Component->WeightmapLayerAllocations[LayerIdx]; 2615 LayerDataPtrs[LayerIdx] = (uint8*)TexDataInfos[Allocation.WeightmapTextureIndex]->GetMipData(0) + ChannelOffsets[Allocation.WeightmapTextureChannel]; 2616 ***** LayerNoWeightBlends[LayerIdx] = Allocation.LayerInfo->bNoWeightBlend; 2617 LayerEditDataAllZero[LayerIdx] = true; 2618 } 2619 2620 // Find the texture data corresponding to this vertex 2621 const int32 TexSize = (SubsectionSizeQuads+1) * ComponentNumSubsections; 2622 2623 // Find coordinates of box that lies inside component 2624 const int32 ComponentX1 = FMath::Clamp<int32>(X1-ComponentIndexX*ComponentSizeQuads, 0, ComponentSizeQuads); 2625 const int32 ComponentY1 = FMath::Clamp<int32>(Y1-ComponentIndexY*ComponentSizeQuads, 0, ComponentSizeQuads); 2626 const int32 ComponentX2 = FMath::Clamp<int32>(X2-ComponentIndexX*ComponentSizeQuads, 0, ComponentSizeQuads); 2627 const int32 ComponentY2 = FMath::Clamp<int32>(Y2-ComponentIndexY*ComponentSizeQuads, 0, ComponentSizeQuads); 2628 2629 // Find subsection range for this box 2630 const int32 SubIndexX1 = FMath::Clamp<int32>((ComponentX1-1) / SubsectionSizeQuads, 0, ComponentNumSubsections-1); // -1 because we need to pick up vertices shared between subsections 2631 const int32 SubIndexY1 = FMath::Clamp<int32>((ComponentY1-1) / SubsectionSizeQuads, 0, ComponentNumSubsections-1);
Most recent user affected CL: 3106830
Logs:
[Link Removed]
[Link Removed]
CrashReporter User Descriptions:
Load QA-Landscape
Open the landscape editor
go to the paint mode
Press the "find in content browser" button next to layer 3
Delete the asset for layer 3 in the content browser
Select "Force Delete" when it says that it's still in use
(this appears to work)
Attempt to paint layer 2 on the landscape
crash
UE4Editor_Landscape!FLandscapeEditDataInterface::SetAlphaData() [landscapeeditinterface.cpp:2617] UE4Editor_LandscapeEditor!FAlphamapAccessor<1,0>::SetData() [landscapeedmodetools.h:956] UE4Editor_LandscapeEditor!FLandscapeToolStrokePaint::Apply() [landscapeedmodepainttools.cpp:252] UE4Editor_LandscapeEditor!FLandscapeToolBase<FLandscapeToolStrokePaint>::BeginTool() [landscapeedmodetools.h:1325] UE4Editor_LandscapeEditor!FEdModeLandscape::InputKey() [landscapeedmode.cpp:1262] UE4Editor_UnrealEd!FEditorModeTools::InputKey() [editormodemanager.cpp:714] UE4Editor_UnrealEd!FEditorViewportClient::InputKey() [editorviewportclient.cpp:2202] UE4Editor_UnrealEd!FLevelEditorViewportClient::InputKey() [leveleditorviewport.cpp:2468] UE4Editor_Engine!FSceneViewport::OnMouseButtonDown() [sceneviewport.cpp:402] UE4Editor_Slate!SViewport::OnMouseButtonDown() [sviewport.cpp:176] UE4Editor_Slate!<lambda_7097b900f0e4be30d80fb18f98c51ea0>::operator() [slateapplication.cpp:4810] UE4Editor_Slate!FEventRouter::Route<FReply,FEventRouter::FBubblePolicy,FPointerEvent,<lambda_7097b900f0e4be30d80fb18f98c51ea0> >() [slateapplication.cpp:215] UE4Editor_Slate!FSlateApplication::RoutePointerDownEvent() [slateapplication.cpp:4799] UE4Editor_Slate!FSlateApplication::ProcessMouseButtonDownEvent() [slateapplication.cpp:4757] UE4Editor_Slate!FSlateApplication::OnMouseDown() [slateapplication.cpp:4691] UE4Editor_Core!FWindowsApplication::ProcessDeferredMessage() [windowsapplication.cpp:1592] UE4Editor_Core!FWindowsApplication::DeferMessage() [windowsapplication.cpp:1930] UE4Editor_Core!FWindowsApplication::ProcessMessage() [windowsapplication.cpp:747] UE4Editor_Core!FWindowsApplication::AppWndProc() [windowsapplication.cpp:669] user32!UserCallWinProcCheckWow() user32!DispatchMessageWorker() UE4Editor_Core!FWindowsPlatformMisc::PumpMessages() [windowsplatformmisc.cpp:905] UE4Editor!FEngineLoop::Tick() [launchengineloop.cpp:2788] UE4Editor!GuardedMain() [launch.cpp:156] UE4Editor!GuardedMainWrapper() [launchwindows.cpp:126] UE4Editor!WinMain() [launchwindows.cpp:202] UE4Editor!__scrt_common_main_seh() [exe_common.inl:264] kernel32!BaseThreadInitThunk() ntdll!RtlUserThreadStart()
i have this problem UE4CC-Windows-58DC12AF4B97F057BD108FBFF569B2E9_0000
Delay nodes occasionally don't fire the "Completed" output in a nativized build
I am not able to find world outliner how to enable it?
An error occurred while trying to generate project files !?
Undefined sysmbol: typeinfo for AActor when cross-compile linux dedicated server on windows
I can't open my map from the editor.
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-35709 in the post.
0 |
Component | UE - LD & Modeling - Terrain - Landscape |
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Affects Versions | 4.11, 4.12, 4.13 |
Target Fix | 4.13.1, 4.14 |
Fix Commit | 3135599 |
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Main Commit | 3152072 |
Created | Sep 8, 2016 |
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Resolved | Sep 22, 2016 |
Updated | Oct 30, 2017 |