This report has been logged due to a high volume of submitted crash reports. Additional information is currently unknown.
User descriptions
Source Context
562 { 563 #if WITH_EDITOR 564 TArray<FAsyncDistanceFieldTask*> LocalCompletedTasks; 565 CompletedTasks.PopAll(LocalCompletedTasks); 566 567 for (int TaskIndex = 0; TaskIndex < LocalCompletedTasks.Num(); TaskIndex++) 568 { 569 // We want to count each resource built from a DDC miss, so count each iteration of the loop separately. 570 COOK_STAT(auto Timer = DistanceFieldCookStats::UsageStats.TimeSyncWork()); 571 FAsyncDistanceFieldTask* Task = LocalCompletedTasks[TaskIndex]; 572 573 ReferencedTasks.Remove(Task); 574 575 Task->GeneratedVolumeData->VolumeTexture.Initialize(); 576 ***** FDistanceFieldVolumeData* OldVolumeData = Task->StaticMesh->RenderData->LODResources[0].DistanceFieldData; 577 578 { 579 // Cause all components using this static mesh to get re-registered, which will recreate their proxies and primitive uniform buffers 580 FStaticMeshComponentRecreateRenderStateContext RecreateRenderStateContext(Task->StaticMesh, false);
In a project with GenerateMeshDistanceFields enabled (like QAGame)
Import a static mesh
While the distance field is building, delete the static mesh and choose 'Force Delete'
Editor will crash
Access violation - code c0000005 (first/second chance not available) UE4Editor_Engine!FDistanceFieldAsyncQueue::ProcessAsyncTasks() [distancefieldatlas.cpp:577] UE4Editor!FEngineLoop::Tick() [launchengineloop.cpp:3040] UE4Editor!GuardedMain() [launch.cpp:166] UE4Editor!GuardedMainWrapper() [launchwindows.cpp:134] UE4Editor!WinMain() [launchwindows.cpp:210] UE4Editor!__scrt_common_main_seh() [exe_common.inl:264] kernel32!BaseThreadInitThunk() ntdll!RtlUserThreadStart()
I am not able to find world outliner how to enable it?
How can i modify the param name in EQS node
Delay nodes occasionally don't fire the "Completed" output in a nativized build
Undefined sysmbol: typeinfo for AActor when cross-compile linux dedicated server on windows
Bullet replication problem. The players sees each other but does not see the bullet
How to have a sound cue follow a PlayerController along a spline?
How to capture a screen Use CineCameraComponent without SceneComponent2d
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-45559 in the post.
0 |
Component | UE - Graphics Features |
---|---|
Affects Versions | 4.15, 4.16 |
Target Fix | 4.16.3, 4.17 |
Created | May 31, 2017 |
---|---|
Resolved | Jun 29, 2017 |
Updated | Apr 27, 2018 |