Description

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:

  • Deleted a map file after opening a "redirector fixed" moved version of it.
  • Built a project. Ran it in viewport while lighting was building. When lighting finished building, clicked Apply Now, and started clicking on my project that's playing to give input.
Steps to Reproduce
  1. Open a new blank project
  2. In the default scene add a simple cube from the basic tab
  3. Set the directional light to "Static"
  4. Build all and save map (make sure map and the build data registry are in the content browser)
  5. Move the cube so the lighting needs to be rebuilt
  6. PIE and while in PIE build lighting
  7. When the engine prompts you click "Apply" at the bottom right

RESULT
Crash

EXPECTED
The engine applies the updated lightmap data.

Callstack
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 

Have Comments or More Details?

There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-42223 in the post.

2
Login to Vote

Fixed
ComponentUE - Graphics Features
Affects Versions4.144.14.14.14.34.15
Target Fix4.16
Fix Commit3428880
Release Commit3428880
CreatedFeb 21, 2017
ResolvedMay 8, 2017
UpdatedJun 15, 2017