This is a common crash in the 4.16 release. The callstack for the issue is essentially the same as [Link Removed], however that issue had confirmed repro steps and was verified fixed for 4.16.0. Additional information regarding this issue is currently unavailable.
User Descriptions
Source Code Context
601 TConstIterator<StackAllocator> NodeIt; 602 603 /** The element iterator for the current node. */ 604 ElementConstIt ElementIt; 605 606 /** Processes the children of the current node. */ 607 void ProcessChildren() 608 { 609 // Add the child nodes that intersect the bounding box to the node iterator's stack. 610 const FNode& CurrentNode = NodeIt.GetCurrentNode(); 611 const FOctreeNodeContext& Context = NodeIt.GetCurrentContext(); 612 const FOctreeChildNodeSubset IntersectingChildSubset = Context.GetIntersectingChildren(IteratorBounds); 613 FOREACH_OCTREE_CHILD_NODE(ChildRef) 614 { 615 ***** if(IntersectingChildSubset.Contains(ChildRef) && CurrentNode.HasChild(ChildRef)) 616 { 617 NodeIt.PushChild(ChildRef); 618 } 619 } 620 }
Place a static mesh, set to Movable, do console command 'r.Cache.UpdateEveryFrame 1'
Find the level's BuildData package in the content browser, delete it and choose Force Delete
Crash
Access violation - code c0000005 (first/second chance not available) UE4Editor_Engine!TOctree<TVolumeLightingSample<3>,FLightVolumeOctreeSemantics>::TConstElementBoxIterator<TInlineAllocator<99,FDefaultAllocator> >::ProcessChildren() [genericoctree.h:616] UE4Editor_Engine!FPrecomputedLightVolume::InterpolateIncidentRadiancePoint() [precomputedlightvolume.cpp:454] UE4Editor_Renderer!FIndirectLightingCache::InterpolatePoint() [indirectlightingcache.cpp:937] UE4Editor_Renderer!FIndirectLightingCache::UpdateBlock() [indirectlightingcache.cpp:810] UE4Editor_Renderer!FIndirectLightingCache::UpdateBlocks() [indirectlightingcache.cpp:726] UE4Editor_Renderer!FIndirectLightingCache::FinalizeUpdateInternal_RenderThread() [indirectlightingcache.cpp:562] UE4Editor_Renderer!FIndirectLightingCache::UpdateCache() [indirectlightingcache.cpp:449] UE4Editor_Renderer!FSceneRenderer::PostVisibilityFrameSetup() [scenevisibility.cpp:2684] UE4Editor_Renderer!FDeferredShadingSceneRenderer::InitViews() [scenevisibility.cpp:2877] UE4Editor_Renderer!FDeferredShadingSceneRenderer::Render() [deferredshadingrenderer.cpp:577] UE4Editor_Renderer!RenderViewFamily_RenderThread() [scenerendering.cpp:1821] UE4Editor_Renderer!TGraphTask<`FRendererModule::BeginRenderingViewFamily'::`26'::EURCMacro_FDrawSceneCommand>::ExecuteTask() [taskgraphinterfaces.h:883] UE4Editor_Core!FNamedTaskThread::ProcessTasksNamedThread() [taskgraph.cpp:954] UE4Editor_Core!FNamedTaskThread::ProcessTasksUntilQuit() [taskgraph.cpp:701] UE4Editor_RenderCore!RenderingThreadMain() [renderingthread.cpp:327] UE4Editor_RenderCore!FRenderingThread::Run() [renderingthread.cpp:461] 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
Delay nodes occasionally don't fire the "Completed" output in a nativized build
Hey, why do i get this when i snap two similar meshes together?
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-46078 in the post.