The fix was to add a warning dialogue box that SpeedTree materials are not compatible with Destructible Meshes.
Crash Reporter information added for 4.7.2 - 4.7.6
Also Reproduced in Main Promotable-CL-2527312
Crashes from current engine seem to be predominately from Open World Content Assets.
including Reproduction Steps and Callstack
From Crash Reporter Logs:
Update: 9/2/2014
Tested in CL: 2281016
Adjusted some information below to be more relevant.
Tim H.
__________________________________________
Tested in CL: 2245704
LIVE build: 4.3.1
Description:
When using a SpeedTree asset to create a destructible mesh the fracture tool will load and then while compiling shaders it will crash the editor.
Repro Steps:
1. Open UE4
2. Import a SpeedTree asset (any will do Zip file with asset included)
3. Find SpeedTree asset in Content Browser
4. Create DM from SpeedTree asset
5. Wait for Fracture tool to load
6. while compiling shaders the engine will crash
Results:
In the MAIN build, the editor will crash with any SpeedTree that is used as a Destructible mesh. The Crash will only occur if there is a material applied to the asset. It is only while compiling shaders that the crash will occur.
**side note: creating the DM with no materials then applying the materials after the fact results in no crash.
Expected:
The editor will not crash when using SpeedTree asset to create a DM that needs to compile shaders.
RESULTS: Engine will crash upon the Fracture Editor Opening
EXPECTED: No Crash or Warning that asset cannot be made into a destructible.
UE4Editor_D3D11RHI!VerifyD3D11Result() [d3d11util.cpp:189] UE4Editor_D3D11RHI!FD3D11BoundShaderState::FD3D11BoundShaderState() [d3d11shaders.cpp:225] UE4Editor_D3D11RHI!FD3D11DynamicRHI::RHICreateBoundShaderState() [d3d11shaders.cpp:288] UE4Editor_RHI!CreateBoundShaderState_Internal() [rhimethods.h:510] UE4Editor_RHI!FRHICommandList::BuildLocalBoundShaderState() [rhicommandlist.h:1226] UE4Editor_Renderer!FDrawBasePassDynamicMeshAction::Process<FNoLightMapPolicy>() [basepassrendering.cpp:302] UE4Editor_Renderer!ProcessBasePassMesh<FDrawBasePassDynamicMeshAction>() [basepassrendering.h:919] UE4Editor_Renderer!FBasePassOpaqueDrawingPolicyFactory::DrawDynamicMesh() [basepassrendering.cpp:365] UE4Editor_Renderer!FDeferredShadingSceneRenderer::RenderBasePassDynamicData() [deferredshadingrenderer.cpp:361] UE4Editor_Renderer!FDeferredShadingSceneRenderer::RenderBasePass() [deferredshadingrenderer.cpp:1290] UE4Editor_Renderer!FDeferredShadingSceneRenderer::Render() [deferredshadingrenderer.cpp:787] UE4Editor_Renderer!RenderViewFamily_RenderThread() [scenerendering.cpp:1118] UE4Editor_Renderer!TGraphTask<`FRendererModule::BeginRenderingViewFamily'::`12'::EURCMacro_FDrawSceneCommand>::ExecuteTask() [taskgraphinterfaces.h:667] UE4Editor_Core!FTaskThread::ProcessTasks() [taskgraph.cpp:428] UE4Editor_Core!FTaskThread::ProcessTasksUntilQuit() [taskgraph.cpp:271] UE4Editor_RenderCore!RenderingThreadMain() [renderingthread.cpp:282] UE4Editor_RenderCore!FRenderingThread::Run() [renderingthread.cpp:385] UE4Editor_Core!FRunnableThreadWin::Run() [windowsrunnablethread.cpp:73] UE4Editor_Core!FRunnableThreadWin::GuardedRun() [windowsrunnablethread.cpp:26] kernel32!BaseThreadInitThunk() ntdll!RtlUserThreadStart()
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-3687 in the post.
0 |
Fix Commit | 3130008 |
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Main Commit | 3136620 |
Created | Aug 11, 2014 |
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Resolved | Sep 19, 2016 |
Updated | Apr 27, 2018 |