This is a common 4.18 crash. Users have not provided any description of their actions when the crash occurred.
Source Context
2286 void AInstancedFoliageActor::PreEditUndo() 2287 { 2288 Super::PreEditUndo(); 2289 2290 // Remove all delegate as we dont know what the Undo will affect and we will simply readd those still valid afterward 2291 for (auto& MeshPair : FoliageMeshes) 2292 { 2293 FFoliageMeshInfo& MeshInfo = *MeshPair.Value; 2294 2295 ***** if (MeshPair.Key->GetStaticMesh() != nullptr) 2296 { 2297 MeshPair.Key->GetStaticMesh()->GetOnExtendedBoundsChanged().RemoveAll(&MeshInfo); 2298 } 2299 } 2300 }
repro steps currently unknown
Access violation - code c0000005 (first/second chance not available) UE4Editor_Foliage!AInstancedFoliageActor::PreEditUndo() [instancedfoliage.cpp:2296] UE4Editor_UnrealEd!FTransaction::Apply() [editortransaction.cpp:450] UE4Editor_UnrealEd!UTransBuffer::Undo() [editortransaction.cpp:891] UE4Editor_UnrealEd!UEditorEngine::Exec_Transaction() [editorserver.cpp:5046] UE4Editor_UnrealEd!UEditorEngine::Exec() [editorserver.cpp:5493] UE4Editor_UnrealEd!UUnrealEdEngine::Exec() [unrealedsrv.cpp:672] UE4Editor_MainFrame!FMainFrameActionCallbacks::ExecuteExecCommand() [mainframeactions.cpp:1014] UE4Editor_MainFrame!TBaseStaticDelegateInstance<void __cdecl() [delegateinstancesimpl.h:1027] UE4Editor_Slate!FUICommandList::ConditionalProcessCommandBindings() [uicommandlist.cpp:216] UE4Editor_Slate!FUICommandList::ProcessCommandBindings() [uicommandlist.cpp:160] UE4Editor_MainFrame!FMainFrameActionCallbacks::OnUnhandledKeyDownEvent() [mainframeactions.cpp:212] UE4Editor_MainFrame!UE4Tuple_Private::TTupleImpl<TIntegerSequence<unsigned int> >::ApplyAfter<FReply() [tuple.h:497] UE4Editor_MainFrame!TBaseStaticDelegateInstance<FReply __cdecl() [delegateinstancesimpl.h:958] UE4Editor_Slate!TBaseDelegate<FReply,FKeyEvent const & __ptr64>::Execute() [delegatesignatureimpl.inl:537] UE4Editor_Slate!FSlateApplication::ProcessKeyDownEvent() [slateapplication.cpp:4845] UE4Editor_Slate!FSlateApplication::OnKeyDown() [slateapplication.cpp:4744] UE4Editor_ApplicationCore!FWindowsApplication::ProcessDeferredMessage() [windowsapplication.cpp:1560] UE4Editor_ApplicationCore!FWindowsApplication::DeferMessage() [windowsapplication.cpp:2171] UE4Editor_ApplicationCore!FWindowsApplication::ProcessMessage() [windowsapplication.cpp:888] UE4Editor_ApplicationCore!FWindowsApplication::AppWndProc() [windowsapplication.cpp:725] user32!UserCallWinProcCheckWow() user32!DispatchMessageWorker() UE4Editor_ApplicationCore!FWindowsPlatformApplicationMisc::PumpMessages() [windowsplatformapplicationmisc.cpp:129] UE4Editor!FEngineLoop::Tick() [launchengineloop.cpp:3220] UE4Editor!GuardedMain() [launch.cpp:166] UE4Editor!GuardedMainWrapper() [launchwindows.cpp:134] UE4Editor!WinMain() [launchwindows.cpp:210] UE4Editor!__scrt_common_main_seh() [exe_common.inl:253] kernel32!BaseThreadInitThunk() ntdll!RtlUserThreadStart()
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0 |
Component | UE - World Creation - Worldbuilding Tools - Foliage |
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Affects Versions | 4.18 |
Target Fix | 4.19 |
Created | Dec 1, 2017 |
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Resolved | Jan 9, 2018 |
Updated | Apr 27, 2018 |