The current 'fix' is a checkin to add ensures and additional debugging information for this issue.
Error message:
Access violation - code c0000005 (first/second chance not available)
Source Context:
79 auto RenderCommand = [=](FRHICommandListImmediate& RHICmdList){ 80 81 const FIntPoint TargetSize(ReadbackTexture->GetSizeX(), ReadbackTexture->GetSizeY()); 82 83 FPooledRenderTargetDesc OutputDesc = FPooledRenderTargetDesc::Create2DDesc( 84 TargetSize, 85 ReadbackTexture->GetFormat(), 86 FClearValueBinding::None, 87 TexCreate_None, 88 TexCreate_RenderTargetable, 89 false); 90 91 TRefCountPtr<IPooledRenderTarget> ResampleTexturePooledRenderTarget; 92 RendererModule->RenderTargetPoolFindFreeElement(RHICmdList, OutputDesc, ResampleTexturePooledRenderTarget, TEXT("ResampleTexture")); 93 ***** check(ResampleTexturePooledRenderTarget); 94 95 const FSceneRenderTargetItem& DestRenderTarget = ResampleTexturePooledRenderTarget->GetRenderTargetItem(); 96 97 SetRenderTarget(RHICmdList, DestRenderTarget.TargetableTexture, FTextureRHIRef()); 98 99 RHICmdList.SetViewport(0, 0, 0.0f, TargetSize.X, TargetSize.Y, 1.0f); 100 101 RHICmdList.SetBlendState(TStaticBlendState<>::GetRHI()); 102 RHICmdList.SetRasterizerState(TStaticRasterizerState<>::GetRHI()); 103 RHICmdList.SetDepthStencilState(TStaticDepthStencilState<false,CF_Always>::GetRHI()); 104 105 106 const ERHIFeatureLevel::Type FeatureLevel = GMaxRHIFeatureLevel; 107 108 TShaderMap<FGlobalShaderType>* ShaderMap = GetGlobalShaderMap(FeatureLevel);
Most recent user affected CL:
Logs:
[Link Removed]
[Link Removed]
[Link Removed]
[Link Removed]
Issue call stack shares some similarities with this Jira: [Link Removed]
CrashReporter User Descriptions:
Cannot reproduce.
UE4Editor_AudioEditor!`FSoundSubmixGraphSchemaAction_NewNode::StaticGetTypeId'::`2'::$TSS0() UE4Editor_MovieSceneCapture!<lambda_23dcd946a0f7c2fd36536b71607a6773>::operator() [framegrabber.cpp:94] UE4Editor_MovieSceneCapture!TGraphTask<`FViewportSurfaceReader::ResolveRenderTarget'::`2'::EURCMacro_ResolveCaptureFrameTexture>::ExecuteTask() [taskgraphinterfaces.h:883] UE4Editor_Core!FNamedTaskThread::ProcessTasksNamedThread() [taskgraph.cpp:954] UE4Editor_Core!FNamedTaskThread::ProcessTasksUntilQuit() [taskgraph.cpp:701] UE4Editor_RenderCore!RenderingThreadMain() [renderingthread.cpp:325] UE4Editor_RenderCore!FRenderingThread::Run() [renderingthread.cpp:459] UE4Editor_Core!FRunnableThreadWin::Run() [windowsrunnablethread.cpp:76]
i have this problem UE4CC-Windows-58DC12AF4B97F057BD108FBFF569B2E9_0000
I am not able to find world outliner how to enable it?
Undefined sysmbol: typeinfo for AActor when cross-compile linux dedicated server on windows
How does UMG set overlapping layouts?
Delay nodes occasionally don't fire the "Completed" output in a nativized build
What method is used to fill polygonal regions when drawing spline mesh at run time?
How does TextureRenderTarget2D get TArray<uint8> type data?
How to achieve HLSL Multiple Render Target in Material blueprints?
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-43829 in the post.
1 |
Component | UE - Anim - Sequencer |
---|---|
Affects Versions | 4.15 |
Target Fix | 4.16 |
Created | Apr 10, 2017 |
---|---|
Resolved | May 5, 2017 |
Updated | Jan 8, 2019 |