If a procedural foliage volume attempts to use the "target layer" feature and resimulate while encompassing a landscape proxy, the editor will crash.
Frequency: 3/3
Crash Report: [Link Removed]
1. Download and unzip attached zip file.
2. Add .uassets to any project, open that project
3. Enable World Composition in Settings>World Settings
4. Open Levels window
5. Levels>Import Tiled Landscape>Select Heightmap Tiles> use the tiles provided in .zip file
6. Set material to Material provided in .zip file
7. Press Import
8. Select all sublevels>RMB>Load
9. Go to landscape mode>paint landscape, set weightmaps by pressing the + button and saving weightmap. Paint an area of the map with the "grass" layer and some with the "dirt" layer.
10. Switch back to placement mode and create new procedural foliage volume, encompass landscape with foliage volume by setting size to 100000,100000, 100000
11. Set foliage spawner to spawner given in asset (ensure foliage spawner is properly referencing foliage instance blueprint)
12. Press "Resimulate" in details pane
UE4Editor_Engine! UActorComponent::CreateRenderState_Concurrent() actorcomponent.cpp:957
UE4Editor_Engine! UPrimitiveComponent::CreateRenderState_Concurrent() primitivecomponent.cpp:285
UE4Editor_Engine! TIndirectArray<FComponentRecreateRenderStateContext,FDefaultAllocator>::Empty() array.h:3142
UE4Editor_Engine! FGlobalComponentRecreateRenderStateContext::~FGlobalComponentRecreateRenderStateContext() actorcomponent.cpp:116
UE4Editor_Engine! TScopedPointer<FGlobalComponentRecreateRenderStateContext>::Reset() scopedpointer.h:105
UE4Editor_Engine! FMaterialUpdateContext::~FMaterialUpdateContext() materialshared.cpp:2123
UE4Editor_Landscape! ALandscapeProxy::PostEditChangeProperty() landscapeedit.cpp:3162
UE4Editor_CoreUObject! UObject::PostEditChangeChainProperty() obj.cpp:345
UE4Editor_Landscape! ALandscapeProxy::PostEditChangeChainProperty() landscapeedit.cpp:3269
UE4Editor_PropertyEditor! FPropertyNode::NotifyPostChange() propertynode.cpp:1976
UE4Editor_PropertyEditor! FPropertyValueImpl::ImportText() propertyhandleimpl.cpp:441
UE4Editor_PropertyEditor! FPropertyValueImpl::ImportText() propertyhandleimpl.cpp:297
UE4Editor_PropertyEditor! FPropertyValueImpl::SendTextToObjectProperty() propertyhandleimpl.cpp:253
UE4Editor_PropertyEditor! FPropertyHandleObject::SetValue() propertyhandleimpl.cpp:2331
UE4Editor_PropertyEditor! SPropertyEditorAsset::SetValue() spropertyeditorasset.cpp:472
UE4Editor_PropertyEditor! SPropertyEditorAsset::OnAssetDropped() spropertyeditorasset.cpp:728
UE4Editor_PropertyEditor! TBaseSPMethodDelegateInstance<0,SPropertyEditorAsset,0,TTypeWrapper<void> __cdecl() delegateinstancesimpl_variadics.inl:282
UE4Editor_PropertyEditor! TBaseSPMethodDelegateInstance<0,SPropertyEditorAsset,0,void __cdecl() delegateinstancesimpl_variadics.inl:388
UE4Editor_EditorWidgets! SAssetDropTarget::OnDropped() sassetdroptarget.cpp:35
UE4Editor_EditorWidgets! TMemberFunctionCaller<SAssetDropTarget,FReply() delegateinstanceinterface_variadics.h:161
UE4Editor_EditorWidgets! TTupleImpl<TIntegerSequence<> >::ApplyAfter_ExplicitReturnType<FReply,TMemberFunctionCaller<SAssetDropTarget,FReply() tuple.h:113
UE4Editor_EditorWidgets! TBaseSPMethodDelegateInstance<0,SAssetDropTarget,0,FReply __cdecl() delegateinstancesimpl_variadics.inl:282
UE4Editor_EditorWidgets! TBaseDelegate<FReply,TSharedPtr<FDragDropOperation,0> >::Execute() delegatesignatureimpl_variadics.inl:440
UE4Editor_EditorWidgets! SDropTarget::OnDrop() sdroptarget.cpp:124
UE4Editor_Slate! <lambda_13af6b42409306e44b4e7065f2966a1b>::operator() slateapplication.cpp:4191
UE4Editor_Slate! FEventRouter::Route<FReply,FEventRouter::FBubblePolicy,FPointerEvent,<lambda_13af6b42409306e44b4e7065f2966a1b> >() slateapplication.cpp:210
UE4Editor_Slate! FSlateApplication::ProcessMouseButtonUpEvent() slateapplication.cpp:4194
UE4Editor_Slate! FSlateApplication::OnMouseUp() slateapplication.cpp:4114
UE4Editor_Core! FWindowsApplication::ProcessDeferredMessage() windowsapplication.cpp:1406
UE4Editor_Core! FWindowsApplication::DeferMessage() windowsapplication.cpp:1711
UE4Editor_Core! FWindowsApplication::ProcessMessage() windowsapplication.cpp:706
UE4Editor_Core! FWindowsApplication::AppWndProc() windowsapplication.cpp:628
user32! <Unknown>
user32! <Unknown>
UE4Editor_Core! FWindowsPlatformMisc::PumpMessages() windowsplatformmisc.cpp:790
UE4Editor! FEngineLoop::Tick() launchengineloop.cpp:2300
UE4Editor! GuardedMain() launch.cpp:142
UE4Editor! GuardedMainWrapper() launchwindows.cpp:126
UE4Editor! WinMain() launchwindows.cpp:249
Head over to the existing Questions & Answers thread and let us know what's up.
0 |
Component | UE - World Creation - Worldbuilding Tools - Foliage |
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Affects Versions | 4.8 |
Created | Apr 17, 2015 |
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Resolved | Apr 27, 2015 |
Updated | Jul 14, 2021 |