User comments in crash group:
51 #if PLATFORM_MAC 52 // macOS expects all allocations to be aligned to 16 bytes, but TBBs default alignment is 8, so on Mac we always have to use scalable_aligned_malloc. 53 // Contrary to scalable_malloc, scalable_aligned_malloc returns nullptr when trying to allocate 0 bytes, which is inconsistent with system malloc, so 54 // for 0 bytes requests we actually allocate sizeof(size_t), which is exactly what scalable_malloc does internally in such case. 55 // scalable_aligned_realloc and scalable_realloc behave the same in this regard, so this is only needed here. 56 Alignment = AlignArbitrary(FMath::Max((uint32)16, Alignment), (uint32)16); 57 NewPtr = scalable_aligned_malloc(Size ? Size : sizeof(size_t), Alignment); 58 #else 59 if( Alignment != DEFAULT_ALIGNMENT ) 60 { 61 Alignment = FMath::Max(Size >= 16 ? (uint32)16 : (uint32)8, Alignment); 62 NewPtr = scalable_aligned_malloc( Size, Alignment ); 63 } 64 ***** else 65 { 66 NewPtr = scalable_malloc( Size ); 67 } 68 #endif
No known steps to reproduce
Access violation - code c0000005 (first/second chance not available) UE4Editor_Core!rml::internal::LocalLOCImpl<8,32>::get() UE4Editor_Core!rml::internal::MemoryPool::getFromLLOCache() UE4Editor_Core!rml::internal::BootStrapBlocks::allocate() UE4Editor_Core!scalable_aligned_malloc() UE4Editor_Core!FMallocTBB::Malloc() [malloctbb.cpp:65] UE4Editor_Core!FMemory::Malloc() [fmemory.inl:27] UE4Editor_D3D11RHI!TD3D11Texture2D<FD3D11BaseTextureCube>::Lock() [d3d11texture.cpp:1491] UE4Editor_RHI!FRHICommandListImmediate::LockTextureCubeFace() [rhicommandlist.h:4116] UE4Editor_Renderer!UploadReflectionCapture_RenderingThread() [reflectionenvironmentcapture.cpp:1134] UE4Editor_Renderer!<lambda_41440b68a030aee1757f70e830f1e9cd>::operator() [reflectionenvironmentcapture.cpp:1415] UE4Editor_Renderer!TGraphTask<TEnqueueUniqueRenderCommandType<`FScene::CaptureOrUploadReflectionCapture'::`8'::UploadCaptureCommandName,<lambda_41440b68a030aee1757f70e830f1e9cd> > >::ExecuteTask() [taskgraphinterfaces.h:829] UE4Editor_Core!FNamedTaskThread::ProcessTasksNamedThread() [taskgraph.cpp:665] UE4Editor_Core!FNamedTaskThread::ProcessTasksUntilQuit() [taskgraph.cpp:574] UE4Editor_RenderCore!RenderingThreadMain() [renderingthread.cpp:331] UE4Editor_RenderCore!FRenderingThread::Run() [renderingthread.cpp:465] UE4Editor_Core!FRunnableThreadWin::Run() [windowsrunnablethread.cpp:76]
Are UE-58198 and UE-57652 the same bug?
i have this problem UE4CC-Windows-58DC12AF4B97F057BD108FBFF569B2E9_0000
error message when install in U.E 5.3 - IS-IN-FCO2-82
I am not able to find world outliner how to enable it?
How can i modify the param name in EQS node
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-58211 in the post.
0 |
Component | UE - Foundation - Core |
---|---|
Affects Versions | 4.19 |
Created | Apr 25, 2018 |
---|---|
Resolved | Jun 1, 2019 |
Updated | Jul 2, 2020 |