This is an infrequent crash in 4.18. Users have not provided any descriptions of their actions when the crash occurred.
Source Context
147 for (int32 ViewIndex = 0; ViewIndex < Views.Num(); ViewIndex++) 148 { 149 if (VisibilityMap & (1 << ViewIndex)) 150 { 151 const FSceneView* View = Views[ViewIndex]; 152 FPrimitiveDrawInterface* PDI = Collector.GetPDI(ViewIndex); 153 154 for (const FSegmentProxy& Segment : Segments) 155 { 156 const FLinearColor SegmentColor = Segment.bSelected ? SelectedSplineColor : SplineColor; 157 158 ***** FLandscapeSplineInterpPoint OldPoint = Segment.Points[0]; 159 OldPoint.Center = MyLocalToWorld.TransformPosition(OldPoint.Center); 160 OldPoint.Left = MyLocalToWorld.TransformPosition(OldPoint.Left); 161 OldPoint.Right = MyLocalToWorld.TransformPosition(OldPoint.Right); 162 OldPoint.FalloffLeft = MyLocalToWorld.TransformPosition(OldPoint.FalloffLeft); 163 OldPoint.FalloffRight = MyLocalToWorld.TransformPosition(OldPoint.FalloffRight); 164 for (int32 i = 1; i < Segment.Points.Num(); i++) 165 { 166 FLandscapeSplineInterpPoint NewPoint = Segment.Points[i]; 167 NewPoint.Center = MyLocalToWorld.TransformPosition(NewPoint.Center); 168 NewPoint.Left = MyLocalToWorld.TransformPosition(NewPoint.Left); 169 NewPoint.Right = MyLocalToWorld.TransformPosition(NewPoint.Right); 170 NewPoint.FalloffLeft = MyLocalToWorld.TransformPosition(NewPoint.FalloffLeft); 171 NewPoint.FalloffRight = MyLocalToWorld.TransformPosition(NewPoint.FalloffRight);
repro steps currently unknown
Assertion failed: (Index >= 0) & (Index < ArrayNum) [File:D:\Build\++UE4+Release-4.18+Compile\Sync\Engine\Source\Runtime\Core\Public\Containers/Array.h] [Line: 610] Array index out of bounds: 0 from an array of size 0 UE4Editor_Landscape!FLandscapeSplinesSceneProxy::GetDynamicMeshElements() [landscapesplines.cpp:159] UE4Editor_Renderer!FSceneRenderer::GatherDynamicMeshElements() [scenevisibility.cpp:1973] UE4Editor_Renderer!FSceneRenderer::ComputeViewVisibility() [scenevisibility.cpp:2634] UE4Editor_Renderer!FDeferredShadingSceneRenderer::InitViews() [scenevisibility.cpp:2875] UE4Editor_Renderer!FDeferredShadingSceneRenderer::Render() [deferredshadingrenderer.cpp:579] UE4Editor_Renderer!RenderViewFamily_RenderThread() [scenerendering.cpp:2081] UE4Editor_Renderer!TGraphTask<`FRendererModule::BeginRenderingViewFamily'::`26'::EURCMacro_FDrawSceneCommand>::ExecuteTask() [taskgraphinterfaces.h:784] UE4Editor_Core!FNamedTaskThread::ProcessTasksNamedThread() [taskgraph.cpp:651] UE4Editor_Core!FNamedTaskThread::ProcessTasksUntilQuit() [taskgraph.cpp:560] UE4Editor_RenderCore!RenderingThreadMain() [renderingthread.cpp:327] UE4Editor_RenderCore!FRenderingThread::Run() [renderingthread.cpp:461] UE4Editor_Core!FRunnableThreadWin::Run() [windowsrunnablethread.cpp:76]
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There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-52521 in the post.
0 |
Component | UE - LD & Modeling - Terrain - Landscape |
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Affects Versions | 4.18, 4.18.1 |
Target Fix | 4.18.2 |
Fix Commit | 3768718 |
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Created | Nov 17, 2017 |
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Resolved | Jan 10, 2018 |
Updated | Jun 23, 2018 |