Description

Error message:

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

Source Context:

757       		if (SourceMips.Num())
  758       		{
  759       			FFormatNamedArguments Args;
  760       			Args.Add( TEXT("TextureName"), FText::FromString( Texture.GetName() ) );
  761       			Args.Add( TEXT("TextureFormatName"), FText::FromString( BuildSettings.TextureFormatName.GetPlainNameString() ) );
  762       			FTextureStatusMessageContext StatusMessage( FText::Format( NSLOCTEXT("Engine", "BuildTextureStatus", "Building textures: {TextureName} ({TextureFormatName})"), Args ) );
  763       
  764       			check(DerivedData->Mips.Num() == 0);
  765       			DerivedData->SizeX = 0;
  766       			DerivedData->SizeY = 0;
  767       			DerivedData->PixelFormat = PF_Unknown;
  768       	
  769       			// Compress the texture.
  770       			TArray<FCompressedImage2D> CompressedMips;
  771 ***** 			if (Compressor->BuildTexture(SourceMips, CompositeSourceMips, BuildSettings, CompressedMips))
  772       			{
  773       				check(CompressedMips.Num());
  774       
  775       				// Build the derived data.
  776       				const int32 MipCount = CompressedMips.Num();
  777       				for (int32 MipIndex = 0; MipIndex < MipCount; ++MipIndex)
  778       				{
  779       					const FCompressedImage2D& CompressedImage = CompressedMips[MipIndex];
  780       					FTexture2DMipMap* NewMip = new(DerivedData->Mips) FTexture2DMipMap();
  781       					NewMip->SizeX = CompressedImage.SizeX;
  782       					NewMip->SizeY = CompressedImage.SizeY;
  783       					NewMip->BulkData.Lock(LOCK_READ_WRITE);
  784       					check(CompressedImage.RawData.GetTypeSize() == 1);
  785       					void* NewMipData = NewMip->BulkData.Realloc(CompressedImage.RawData.Num());
  786       					FMemory::Memcpy(NewMipData, CompressedImage.RawData.GetData(), CompressedImage.RawData.Num());

Most recent user affected CL: 3299760

Logs:
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Issue call stack shares some similarities with [Link Removed]


CrashReporter User Descriptions:

  • Full Rebuild Results in Crash
  • building lighting
  • Build lighting on large landscape.
  • trying to rebuilod lighting!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
  • Left lighting building and crashed
Steps to Reproduce

Repro Steps Unknown

Callstack
UE4Editor_Engine!FTextureCacheDerivedDataWorker::BuildTexture() [texturederiveddata.cpp:772]
UE4Editor_Engine!FTextureCacheDerivedDataWorker::DoWork() [texturederiveddata.cpp:918]
UE4Editor_Engine!FAsyncTask<FTextureCacheDerivedDataWorker>::DoWork() [asyncwork.h:264]
UE4Editor_Engine!FAsyncTask<FTextureCacheDerivedDataWorker>::DoThreadedWork() [asyncwork.h:288]
UE4Editor_Core!FQueuedThread::Run() [threadingbase.cpp:442]
UE4Editor_Core!FRunnableThreadWin::Run() [windowsrunnablethread.cpp:76]

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Fixed
ComponentUE - Graphics Features
Affects Versions4.104.114.124.134.144.154.16
Target Fix4.16
Fix Commit3424754
Main Commit3461201
Release Commit3426878
CreatedFeb 20, 2017
ResolvedMay 5, 2017
UpdatedJun 5, 2017