Description

If a sub-level is set as a Lighting Scenario in the Levels tab, calling Unload Stream Level will cause standalone / packaged games to crash.

Regression: No - Lighting Scenario not available before 4.14

Steps to Reproduce
  1. Open UE4 Editor (Any project)
  2. Add two levels to the project (LS and LS2)
  3. Add both new levels to Levels tab
  4. In Levels tab, click the circle next to the lock icon to set both as Lighting Scenario
  5. Click the eye to hide LS2 - Build Lighting
  6. Hide LS and Unhide LS2 - Build Lighting
  7. Setup Level Blueprint of Persistent Level as shown
  8. Play in Standalone
  9. Press T then Y to unload/load the levels

Result:
Standalone window crashes with provided callstack

Expected:
The levels are unloaded / loaded based on blueprint setup

Callstack
MachineId:7156C35640F86204E61B8383F45DEE17
EpicAccountId:e8c7fa630b6440f69a25a2c64d6c482c

Access violation - code c0000005 (first/second chance not available)

UE4Editor_Engine!TOctree<TVolumeLightingSample<3>,FLightVolumeOctreeSemantics>::TConstElementBoxIterator<TInlineAllocator<99,FDefaultAllocator> >::ProcessChildren() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\engine\public\genericoctree.h:613]
UE4Editor_Engine!FPrecomputedLightVolume::InterpolateIncidentRadiancePoint() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\engine\private\precomputedlightvolume.cpp:436]
UE4Editor_Renderer!FIndirectLightingCache::InterpolatePoint() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\renderer\private\indirectlightingcache.cpp:915]
UE4Editor_Renderer!FIndirectLightingCache::UpdateBlock() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\renderer\private\indirectlightingcache.cpp:788]
UE4Editor_Renderer!FIndirectLightingCache::UpdateBlocks() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\renderer\private\indirectlightingcache.cpp:725]
UE4Editor_Renderer!FIndirectLightingCache::FinalizeUpdateInternal_RenderThread() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\renderer\private\indirectlightingcache.cpp:561]
UE4Editor_Renderer!FIndirectLightingCache::UpdateCache() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\renderer\private\indirectlightingcache.cpp:441]
UE4Editor_Renderer!FSceneRenderer::PostVisibilityFrameSetup() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\renderer\private\scenevisibility.cpp:2633]
UE4Editor_Renderer!FDeferredShadingSceneRenderer::InitViews() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\renderer\private\scenevisibility.cpp:2826]
UE4Editor_Renderer!FDeferredShadingSceneRenderer::Render() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\renderer\private\deferredshadingrenderer.cpp:571]
UE4Editor_Renderer!RenderViewFamily_RenderThread() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\renderer\private\scenerendering.cpp:1633]
UE4Editor_Renderer!TGraphTask<`FRendererModule::BeginRenderingViewFamily'::`21'::EURCMacro_FDrawSceneCommand>::ExecuteTask() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\core\public\async\taskgraphinterfaces.h:868]
UE4Editor_Core!FNamedTaskThread::ProcessTasksNamedThread() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\core\private\async\taskgraph.cpp:932]
UE4Editor_Core!FNamedTaskThread::ProcessTasksUntilQuit() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\core\private\async\taskgraph.cpp:679]
UE4Editor_RenderCore!RenderingThreadMain() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\rendercore\private\renderingthread.cpp:320]
UE4Editor_RenderCore!FRenderingThread::Run() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\rendercore\private\renderingthread.cpp:454]
UE4Editor_Core!FRunnableThreadWin::Run() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\core\private\windows\windowsrunnablethread.cpp:74]

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Fixed
ComponentRendering
Affects Versions4.14
Target Fix4.15
Fix Commit3219913
Main Commit3231696
Release Commit3240724
CreatedNov 16, 2016
ResolvedDec 3, 2016
UpdatedApr 27, 2018