When deleting a generated proxy mesh from the HLOD Outliner using the Delete Button while the generated proxy mesh is opened in the static mesh editor will cause the editor to crash.
Workaround: Use right-click on the clusters to delete or close the static mesh editor that has that particular generated proxy mesh before clicking the delete button.
1. Enable HLODs for your Level.
2. Open the HLOD Outliner window
3. Add some meshes to the scene to be clustered
4. Click Generate Clusters (default settings works)
5. Click Generate Proxy Meshes
6. Open the generated proxy mesh and leave it open with the static mesh editor
7. Click the button for "Delete Clusters"
Regression: No
Results: Editor will crash
Error: Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0xffffffff
LoginId:7d8a1a304be9658328c158a3d14cc774
EpicAccountId:7c6293d6bf1940c0bc89e1494c5ba9d7
Access violation - code c0000005 (first/second chance not available)
UE4Editor_StaticMeshEditor!FStaticMeshEditorViewportClient::Draw() [d:\builds\ue4_main\engine\source\editor\staticmesheditor\private\staticmesheditorviewportclient.cpp:444]
UE4Editor_Renderer!FSceneRenderer::FSceneRenderer() [d:\builds\ue4_main\engine\source\runtime\renderer\private\scenerendering.cpp:1153]
UE4Editor_Renderer!FDeferredShadingSceneRenderer::FDeferredShadingSceneRenderer() [d:\builds\ue4_main\engine\source\runtime\renderer\private\deferredshadingrenderer.cpp:194]
UE4Editor_Renderer!FRendererModule::BeginRenderingViewFamily() [d:\builds\ue4_main\engine\source\runtime\renderer\private\scenerendering.cpp:1868]
UE4Editor_UnrealEd!FEditorViewportClient::Draw() [d:\builds\ue4_main\engine\source\editor\unrealed\private\editorviewportclient.cpp:3379]
UE4Editor_Engine!FViewport::Draw() [d:\builds\ue4_main\engine\source\runtime\engine\private\unrealclient.cpp:1185]
UE4Editor_UnrealEd!UEditorEngine::UpdateSingleViewportClient() [d:\builds\ue4_main\engine\source\editor\unrealed\private\editorengine.cpp:2007]
UE4Editor_UnrealEd!UEditorEngine::Tick() [d:\builds\ue4_main\engine\source\editor\unrealed\private\editorengine.cpp:1783]
UE4Editor_UnrealEd!UUnrealEdEngine::Tick() [d:\builds\ue4_main\engine\source\editor\unrealed\private\unrealedengine.cpp:391]
UE4Editor!FEngineLoop::Tick() [d:\builds\ue4_main\engine\source\runtime\launch\private\launchengineloop.cpp:3019]
UE4Editor!GuardedMain() [d:\builds\ue4_main\engine\source\runtime\launch\private\launch.cpp:166]
UE4Editor!GuardedMainWrapper() [d:\builds\ue4_main\engine\source\runtime\launch\private\windows\launchwindows.cpp:130]
UE4Editor!WinMain() [d:\builds\ue4_main\engine\source\runtime\launch\private\windows\launchwindows.cpp:206]
UE4Editor!__scrt_common_main_seh() [f:\dd\vctools\crt\vcstartup\src\startup\exe_common.inl:253]
kernel32
ntdll
Delay nodes occasionally don't fire the "Completed" output in a nativized build
Undefined sysmbol: typeinfo for AActor when cross-compile linux dedicated server on windows
Installer 4.10 failed with error code R-1603
I am not able to find world outliner how to enable it?
How to achieve HLSL Multiple Render Target in Material blueprints?
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-40066 in the post.
0 |
Component | UE - World Creation - Worldbuilding Tools - HLOD |
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Affects Versions | 4.14, 4.15, 4.16 |
Target Fix | 4.15 |
Created | Dec 28, 2016 |
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Resolved | Jan 3, 2017 |
Updated | Apr 27, 2018 |