THere is a crash that occurs when opening a project after the Occlusion Culling and DBuffer decals option are unchecked. There are times where the Unreal Crash reporter catches the crash and displays the callstack, but this does not always occur. This issue is a regression.
Versions Tested:
4.16.3 - CL: 3561208 - Issue Does not occur
4.17.1 - CL: 3586342 - Issue occurs
4.18 - CL: 3597901 - Issue occurs
Access violation - code c0000005 (first/second chance not available) UE4Editor_Renderer!FRCPassPostProcessInput::ComputeOutputDesc() [d:\build\++ue4+release-4.17+compile\sync\engine\source\runtime\renderer\private\postprocess\postprocessinput.cpp:23] UE4Editor_Renderer!FRenderingCompositionGraph::RecursivelyGatherDependencies() [d:\build\++ue4+release-4.17+compile\sync\engine\source\runtime\renderer\private\postprocess\renderingcompositiongraph.cpp:314] UE4Editor_Renderer!FRenderingCompositionGraph::RecursivelyGatherDependencies() [d:\build\++ue4+release-4.17+compile\sync\engine\source\runtime\renderer\private\postprocess\renderingcompositiongraph.cpp:286] UE4Editor_Renderer!FRenderingCompositionGraph::RecursivelyGatherDependencies() [d:\build\++ue4+release-4.17+compile\sync\engine\source\runtime\renderer\private\postprocess\renderingcompositiongraph.cpp:286] UE4Editor_Renderer!FRenderingCompositionGraph::RecursivelyGatherDependencies() [d:\build\++ue4+release-4.17+compile\sync\engine\source\runtime\renderer\private\postprocess\renderingcompositiongraph.cpp:286] UE4Editor_Renderer!FRenderingCompositePassContext::Process() [d:\build\++ue4+release-4.17+compile\sync\engine\source\runtime\renderer\private\postprocess\renderingcompositiongraph.cpp:215] UE4Editor_Renderer!FCompositionLighting::ProcessAfterBasePass() [d:\build\++ue4+release-4.17+compile\sync\engine\source\runtime\renderer\private\compositionlighting\compositionlighting.cpp:377] UE4Editor_Renderer!FDeferredShadingSceneRenderer::Render() [d:\build\++ue4+release-4.17+compile\sync\engine\source\runtime\renderer\private\deferredshadingrenderer.cpp:1040] UE4Editor_Renderer!RenderViewFamily_RenderThread() [d:\build\++ue4+release-4.17+compile\sync\engine\source\runtime\renderer\private\scenerendering.cpp:1849] UE4Editor_Renderer!TGraphTask<`FRendererModule::BeginRenderingViewFamily'::`26'::EURCMacro_FDrawSceneCommand>::ExecuteTask() [d:\build\++ue4+release-4.17+compile\sync\engine\source\runtime\core\public\async\taskgraphinterfaces.h:784] UE4Editor_Core!FNamedTaskThread::ProcessTasksNamedThread() [d:\build\++ue4+release-4.17+compile\sync\engine\source\runtime\core\private\async\taskgraph.cpp:650] UE4Editor_Core!FNamedTaskThread::ProcessTasksUntilQuit() [d:\build\++ue4+release-4.17+compile\sync\engine\source\runtime\core\private\async\taskgraph.cpp:559] UE4Editor_RenderCore!RenderingThreadMain() [d:\build\++ue4+release-4.17+compile\sync\engine\source\runtime\rendercore\private\renderingthread.cpp:325] UE4Editor_RenderCore!FRenderingThread::Run() [d:\build\++ue4+release-4.17+compile\sync\engine\source\runtime\rendercore\private\renderingthread.cpp:459] UE4Editor_Core!FRunnableThreadWin::Run() [d:\build\++ue4+release-4.17+compile\sync\engine\source\runtime\core\private\windows\windowsrunnablethread.cpp:76]
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Head over to the existing Questions & Answers thread and let us know what's up.
1 |
Component | UE - Graphics Features |
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Affects Versions | 4.17.1, 4.18 |
Target Fix | 4.18 |
Created | Sep 1, 2017 |
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Resolved | Sep 6, 2017 |
Updated | Apr 27, 2018 |