This is an infrequent crash coming out of the 4.17 release. Users have not provided any descriptions of their actions when the crash occurred.
It seems to be a different issue, but the callstack shares similarities to [Link Removed]
Source Context
165 if (GWarn) 166 { 167 GMalloc->DumpAllocatorStats(*GWarn); 168 } 169 170 // let any registered handlers go 171 FCoreDelegates::GetMemoryTrimDelegate().Broadcast(); 172 173 UE_LOG(LogMemory, Fatal, TEXT("Ran out of memory allocating %llu bytes with alignment %u"), Size, Alignment); 174 ***** } 175 176 FMalloc* FGenericPlatformMemory::BaseAllocator() 177 { 178 return new FMallocAnsi(); 179 }
repro steps currently unknown
Fatal error: [File:D:\Build\++UE4+Release-4.17+Compile\Sync\Engine\Source\Runtime\Core\Private\GenericPlatform\GenericPlatformMemory.cpp] [Line: 174] Ran out of memory allocating 50331717 bytes with alignment 0 UE4Editor_Core!FGenericPlatformMemory::OnOutOfMemory() [genericplatformmemory.cpp:175] UE4Editor_Core!FMallocTBB::Realloc() [malloctbb.cpp:120] UE4Editor_Core!FMemory::Realloc() [fmemory.inl:48] UE4Editor_DerivedDataCache!TArray<unsigned char,FDefaultAllocator>::ResizeForCopy() [array.h:2262] UE4Editor_DerivedDataCache!TArray<unsigned char,FDefaultAllocator>::operator=() [array.h:382] UE4Editor_DerivedDataCache!FDerivedDataCache::GetSynchronous() [deriveddatacache.cpp:337] UE4Editor_Engine!FTextureCacheDerivedDataWorker::DoWork() [texturederiveddatatask.cpp:270] UE4Editor_Engine!FAsyncTask<FTextureCacheDerivedDataWorker>::DoWork() [asyncwork.h:264] UE4Editor_Engine!FAsyncTask<FTextureCacheDerivedDataWorker>::DoThreadedWork() [asyncwork.h:288] UE4Editor_Core!FQueuedThread::Run() [threadingbase.cpp:463] 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 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?
Delay nodes occasionally don't fire the "Completed" output in a nativized build
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-48983 in the post.