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:
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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