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:
[Link Removed]
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Issue call stack shares some similarities with [Link Removed]
CrashReporter User Descriptions:
Repro Steps Unknown
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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