The editor is crashing after closing the TM_Landscape level
This is a regression from 4.15.2
Result: Editor crashes
Access violation - code c0000005 (first/second chance not available) UE4Editor_Foliage!FMulticastDelegateBase<FWeakObjectPtr>::RemoveAll() [d:\build\++ue4+release-4.16+compile\sync\engine\source\runtime\core\public\delegates\multicastdelegatebase.h:81] UE4Editor_Foliage!FFoliageMeshInfo::~FFoliageMeshInfo() [d:\build\++ue4+release-4.16+compile\sync\engine\source\runtime\foliage\private\instancedfoliage.cpp:677] UE4Editor_Foliage!TSparseArray<TSetElement<TTuple<UFoliageType * __ptr64,TUniqueObj<FFoliageMeshInfo> > >,TSparseArrayAllocator<FDefaultAllocator,FDefaultBitArrayAllocator> >::Empty() [d:\build\++ue4+release-4.16+compile\sync\engine\source\runtime\core\public\containers\sparsearray.h:232] UE4Editor_Foliage!AInstancedFoliageActor::~AInstancedFoliageActor() UE4Editor_Foliage!AInstancedFoliageActor::`scalar deleting destructor'() UE4Editor_CoreUObject!IncrementalPurgeGarbage() [d:\build\++ue4+release-4.16+compile\sync\engine\source\runtime\coreuobject\private\uobject\garbagecollection.cpp:1222] UE4Editor_CoreUObject!CollectGarbageInternal() [d:\build\++ue4+release-4.16+compile\sync\engine\source\runtime\coreuobject\private\uobject\garbagecollection.cpp:1630] UE4Editor_CoreUObject!CollectGarbage() [d:\build\++ue4+release-4.16+compile\sync\engine\source\runtime\coreuobject\private\uobject\garbagecollection.cpp:1654] UE4Editor_UnrealEd!UEditorEngine::Cleanse() [d:\build\++ue4+release-4.16+compile\sync\engine\source\editor\unrealed\private\editorengine.cpp:2186] UE4Editor_UnrealEd!UEditorEngine::EditorDestroyWorld() [d:\build\++ue4+release-4.16+compile\sync\engine\source\editor\unrealed\private\editorserver.cpp:2096] UE4Editor_UnrealEd!UEditorEngine::Map_Load() [d:\build\++ue4+release-4.16+compile\sync\engine\source\editor\unrealed\private\editorserver.cpp:2455] UE4Editor_UnrealEd!UEditorEngine::HandleMapCommand() [d:\build\++ue4+release-4.16+compile\sync\engine\source\editor\unrealed\private\editorserver.cpp:6121] UE4Editor_UnrealEd!UEditorEngine::Exec() [d:\build\++ue4+release-4.16+compile\sync\engine\source\editor\unrealed\private\editorserver.cpp:5598] UE4Editor_UnrealEd!UUnrealEdEngine::Exec() [d:\build\++ue4+release-4.16+compile\sync\engine\source\editor\unrealed\private\unrealedsrv.cpp:670] UE4Editor_UnrealEd!FEditorFileUtils::LoadMap() [d:\build\++ue4+release-4.16+compile\sync\engine\source\editor\unrealed\private\filehelpers.cpp:2259] UE4Editor_LevelEditor!FLevelEditorActionCallbacks::NewLevel() [d:\build\++ue4+release-4.16+compile\sync\engine\source\editor\leveleditor\private\leveleditoractions.cpp:217] UE4Editor_LevelEditor!TBaseStaticDelegateInstance<void __cdecl(void)>::ExecuteIfSafe() [d:\build\++ue4+release-4.16+compile\sync\engine\source\runtime\core\public\delegates\delegateinstancesimpl.h:1027] UE4Editor_Slate!FUICommandList::ExecuteAction() [d:\build\++ue4+release-4.16+compile\sync\engine\source\runtime\slate\private\framework\commands\uicommandlist.cpp:97] UE4Editor_Slate!SMenuEntryBlock::OnClicked() [d:\build\++ue4+release-4.16+compile\sync\engine\source\runtime\slate\private\framework\multibox\smenuentryblock.cpp:1042] UE4Editor_Slate!SMenuEntryBlock::OnMenuItemButtonClicked() [d:\build\++ue4+release-4.16+compile\sync\engine\source\runtime\slate\private\framework\multibox\smenuentryblock.cpp:1002] UE4Editor_Slate!TMemberFunctionCaller<SMenuEntryBlock,FReply (__cdecl SMenuEntryBlock::*)(void) __ptr64>::operator()<>() [d:\build\++ue4+release-4.16+compile\sync\engine\source\runtime\core\public\delegates\delegateinstanceinterface.h:165] UE4Editor_Slate!UE4Tuple_Private::TTupleImpl<TIntegerSequence<unsigned int> >::ApplyAfter<TMemberFunctionCaller<SMenuEntryBlock,FReply (__cdecl SMenuEntryBlock::*)(void) __ptr64> >() [d:\build\++ue4+release-4.16+compile\sync\engine\source\runtime\core\public\templates\tuple.h:497] UE4Editor_Slate!TBaseSPMethodDelegateInstance<0,SMenuEntryBlock,0,FReply __cdecl(void)>::Execute() [d:\build\++ue4+release-4.16+compile\sync\engine\source\runtime\core\public\delegates\delegateinstancesimpl.h:327] UE4Editor_Slate!TBaseDelegate<FReply>::Execute() [d:\build\++ue4+release-4.16+compile\sync\engine\source\runtime\core\public\delegates\delegatesignatureimpl.inl:537] UE4Editor_Slate!SButton::OnMouseButtonUp() [d:\build\++ue4+release-4.16+compile\sync\engine\source\runtime\slate\private\widgets\input\sbutton.cpp:278] UE4Editor_Slate!SMenuEntryButton::OnMouseButtonUp() [d:\build\++ue4+release-4.16+compile\sync\engine\source\runtime\slate\private\framework\multibox\smenuentryblock.cpp:399] UE4Editor_Slate!<lambda_8d0e9a1da76abd0a756a3a9d775f5ed1>::operator()() [d:\build\++ue4+release-4.16+compile\sync\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:5049] UE4Editor_Slate!FEventRouter::Route<FReply,FEventRouter::FToLeafmostPolicy,FPointerEvent,<lambda_8d0e9a1da76abd0a756a3a9d775f5ed1> >() [d:\build\++ue4+release-4.16+compile\sync\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:239] UE4Editor_Slate!FSlateApplication::RoutePointerUpEvent() [d:\build\++ue4+release-4.16+compile\sync\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:5038] UE4Editor_Slate!FSlateApplication::ProcessMouseButtonUpEvent() [d:\build\++ue4+release-4.16+compile\sync\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:5515] UE4Editor_Slate!FSlateApplication::OnMouseUp() [d:\build\++ue4+release-4.16+compile\sync\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:5495] UE4Editor_Core!FWindowsApplication::ProcessDeferredMessage() [d:\build\++ue4+release-4.16+compile\sync\engine\source\runtime\core\private\windows\windowsapplication.cpp:1704] UE4Editor_Core!FWindowsApplication::DeferMessage() [d:\build\++ue4+release-4.16+compile\sync\engine\source\runtime\core\private\windows\windowsapplication.cpp:2127] UE4Editor_Core!FWindowsApplication::ProcessMessage() [d:\build\++ue4+release-4.16+compile\sync\engine\source\runtime\core\private\windows\windowsapplication.cpp:867] UE4Editor_Core!FWindowsApplication::AppWndProc() [d:\build\++ue4+release-4.16+compile\sync\engine\source\runtime\core\private\windows\windowsapplication.cpp:714] user32 user32 UE4Editor_Core!FWindowsPlatformMisc::PumpMessages() [d:\build\++ue4+release-4.16+compile\sync\engine\source\runtime\core\private\windows\windowsplatformmisc.cpp:980] UE4Editor!FEngineLoop::Tick() [d:\build\++ue4+release-4.16+compile\sync\engine\source\runtime\launch\private\launchengineloop.cpp:3056] UE4Editor!GuardedMain() [d:\build\++ue4+release-4.16+compile\sync\engine\source\runtime\launch\private\launch.cpp:166] UE4Editor!GuardedMainWrapper() [d:\build\++ue4+release-4.16+compile\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:134] UE4Editor!WinMain() [d:\build\++ue4+release-4.16+compile\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:210] UE4Editor!__scrt_common_main_seh() [f:\dd\vctools\crt\vcstartup\src\startup\exe_common.inl:264] kernel32 ntdll
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
Delay nodes occasionally don't fire the "Completed" output in a nativized build
How can i modify the param name in EQS node
When I open UE4 4.24.3 it appears that. Does anyone know how to solve?
Hey, why do i get this when i snap two similar meshes together?
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-44126 in the post.
1 |
Component | UE - World Creation - Worldbuilding Tools - Foliage |
---|---|
Affects Versions | 4.16 |
Target Fix | 4.16 |
Created | Apr 18, 2017 |
---|---|
Resolved | Apr 18, 2017 |
Updated | May 6, 2017 |