NOTE:
This issue is similar to (same callstack) as [Link Removed], however this issue is still occurring in 4.15.0.
Error Message:
Access violation - code c0000005 (first/second chance not available)
Source Context:
598 TConstIterator<StackAllocator> NodeIt; 599 600 /** The element iterator for the current node. */ 601 ElementConstIt ElementIt; 602 603 /** Processes the children of the current node. */ 604 void ProcessChildren() 605 { 606 // Add the child nodes that intersect the bounding box to the node iterator's stack. 607 const FNode& CurrentNode = NodeIt.GetCurrentNode(); 608 const FOctreeNodeContext& Context = NodeIt.GetCurrentContext(); 609 const FOctreeChildNodeSubset IntersectingChildSubset = Context.GetIntersectingChildren(IteratorBounds); 610 FOREACH_OCTREE_CHILD_NODE(ChildRef) 611 { 612 ***** if(IntersectingChildSubset.Contains(ChildRef) && CurrentNode.HasChild(ChildRef)) 613 { 614 NodeIt.PushChild(ChildRef); 615 } 616 } 617 } 618 619 /** Advances the iterator to the next intersecting primitive, starting at a primitive in the current node. */ 620 void AdvanceToNextIntersectingElement() 621 { 622 check(NodeIt.HasPendingNodes()); // please don't call this after iteration has ended 623 624 while (1) 625 { 626 ElementConstIt LocalElementIt(ElementIt); 627 if (LocalElementIt)
Most recent user affected CL: 3299760
Logs:
[Link Removed]
[Link Removed]
[Link Removed]
CrashReporter User Descriptions:
RESULT
Crash
EXPECTED
The engine applies the updated lightmap data.
UE4Editor_Engine!TOctree<TVolumeLightingSample<3>,FLightVolumeOctreeSemantics>::TConstElementBoxIterator<TInlineAllocator<99,FDefaultAllocator> > genericoctree.h:613 UE4Editor_Engine!FPrecomputedLightVolume::InterpolateIncidentRadiancePoint() precomputedlightvolume.cpp:436 UE4Editor_Renderer!FIndirectLightingCache::InterpolatePoint() indirectlightingcache.cpp:915 UE4Editor_Renderer!FIndirectLightingCache::UpdateBlock() indirectlightingcache.cpp:788 UE4Editor_Renderer!FIndirectLightingCache::UpdateBlocks() indirectlightingcache.cpp:725 UE4Editor_Renderer!FIndirectLightingCache::FinalizeUpdateInternal_RenderThread() indirectlightingcache.cpp:561 UE4Editor_Renderer!FIndirectLightingCache::UpdateCache() indirectlightingcache.cpp:441 UE4Editor_Renderer!FSceneRenderer::PostVisibilityFrameSetup() scenevisibility.cpp:2666 UE4Editor_Renderer!FDeferredShadingSceneRenderer::InitViews() scenevisibility.cpp:2861 UE4Editor_Renderer!FDeferredShadingSceneRenderer::Render() deferredshadingrenderer.cpp:571 UE4Editor_Renderer!RenderViewFamily_RenderThread() scenerendering.cpp:1649 UE4Editor_Renderer!TGraphTask<`FRendererModule::BeginRenderingViewFamily'::`21'::EURCMacro_FDrawSceneCommand>::ExecuteTask() taskgraphinterfaces.h:868 UE4Editor_Core!FNamedTaskThread::ProcessTasksNamedThread() taskgraph.cpp:932 UE4Editor_Core!FNamedTaskThread::ProcessTasksUntilQuit() taskgraph.cpp:679 UE4Editor_RenderCore!RenderingThreadMain() renderingthread.cpp:320 UE4Editor_RenderCore!FRenderingThread::Run() renderingthread.cpp:454 UE4Editor_Core!FRunnableThreadWin::Run() windowsrunnablethread.cpp:74
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There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-42223 in the post.