Crash on build in editor with UProceduralMeshComponent 4.8 p2
> UE4Editor-ProceduralMeshComponent.dll!FProcMeshVertexFactory::Init(const FProcMeshVertexBuffer * VertexBuffer) Line 58 C++ UE4Editor-ProceduralMeshComponent.dll!FProceduralMeshSceneProxy::FProceduralMeshSceneProxy(UProceduralMeshComponent * Component) Line 142 C++ UE4Editor-ProceduralMeshComponent.dll!UProceduralMeshComponent::CreateSceneProxy() Line 353 C++ UE4Editor-Renderer.dll!FScene::AddPrimitive(UPrimitiveComponent * Primitive) Line 482 C++ UE4Editor-Engine.dll!UActorComponent::ExecuteRegisterEvents() Line 1017 C++ UE4Editor-Engine.dll!UActorComponent::RegisterComponentWithWorld(UWorld * InWorld) Line 804 C++ UE4Editor-Engine.dll!AActor::IncrementalRegisterComponents(int NumComponentsToRegister) Line 3497 C++ UE4Editor-Engine.dll!ULevel::IncrementalUpdateComponents(int NumComponentsToUpdate, bool bRerunConstructionScripts) Line 718 C++ UE4Editor-Engine.dll!UWorld::UpdateWorldComponents(bool bRerunConstructionScripts, bool bCurrentLevelOnly) Line 1276 C++ UE4Editor-UnrealEd.dll!FUnrealEdMisc::CB_MapChange(unsigned int InFlags) Line 935 C++ UE4Editor-UnrealEd.dll!TBaseRawMethodDelegateInstance<0,FUnrealEdMisc,void __cdecl(unsigned int)>::ExecuteIfSafe(unsigned int <Params_0>) Line 582 C++ UE4Editor-UnrealEd.dll!TBaseMulticastDelegate<void,unsigned int>::Broadcast(unsigned int <Params_0>) Line 1031 C++ UE4Editor-UnrealEd.dll!UEditorEngine::RebuildMap(UWorld * InWorld, UEditorEngine::EMapRebuildType RebuildType) Line 1529 C++ UE4Editor-UnrealEd.dll!UEditorEngine::Map_Rebuild(UWorld * InWorld, const wchar_t * Str, FOutputDevice & Ar) Line 1393 C++ UE4Editor-UnrealEd.dll!UEditorEngine::HandleMapCommand(const wchar_t * Str, FOutputDevice & Ar, UWorld * InWorld) Line 5768 C++ UE4Editor-UnrealEd.dll!UEditorEngine::Exec(UWorld * InWorld, const wchar_t * Stream, FOutputDevice & Ar) Line 5262 C++ UE4Editor-UnrealEd.dll!UUnrealEdEngine::Exec(UWorld * InWorld, const wchar_t * Stream, FOutputDevice & Ar) Line 742 C++ UE4Editor-UnrealEd.dll!FEditorBuildUtils::EditorBuild(UWorld * InWorld, EBuildOptions::Type Id, const bool bAllowLightingDialog) Line 333 C++ UE4Editor-LevelEditor.dll!TBaseStaticDelegateInstance<void __cdecl(void)>::ExecuteIfSafe() Line 921 C++ UE4Editor-Slate.dll!FUICommandList::ExecuteAction(const TSharedRef<FUICommandInfo const ,0> InUICommandInfo) Line 75 C++ UE4Editor-Slate.dll!SToolBarButtonBlock::OnClicked() Line 296 C++ UE4Editor-Slate.dll!TMemberFunctionCaller<SToolBarButtonBlock,FReply (__cdecl SToolBarButtonBlock::*)(void) __ptr64>::operator()<>() Line 161 C++ UE4Editor-Slate.dll!TTupleImpl<TIntegerSequence<> >::ApplyAfter_ExplicitReturnType<FReply,TMemberFunctionCaller<SToolBarButtonBlock,FReply (__cdecl SToolBarButtonBlock::*)(void) __ptr64> >(TMemberFunctionCaller<SToolBarButtonBlock,FReply (__cdecl SToolBarButtonBlock::*)(void)> && Func) Line 113 C++ UE4Editor-Slate.dll!TBaseSPMethodDelegateInstance<0,SToolBarButtonBlock,0,FReply __cdecl(void)>::Execute() Line 282 C++ UE4Editor-Slate.dll!TBaseDelegate<FReply>::Execute() Line 440 C++ UE4Editor-Slate.dll!SButton::OnMouseButtonUp(const FGeometry & MyGeometry, const FPointerEvent & MouseEvent) Line 225 C++ UE4Editor-Slate.dll!FSlateApplication::ProcessMouseButtonUpEvent::__l18::<lambda>(const FArrangedWidget & TargetWidget, const FPointerEvent & Event) Line 4170 C++ UE4Editor-Slate.dll!FEventRouter::Route<FReply,FEventRouter::FToLeafmostPolicy,FPointerEvent,FReply <lambda>(const FArrangedWidget &, const FPointerEvent &) >(FSlateApplication * ThisApplication, FEventRouter::FToLeafmostPolicy RoutingPolicy, FPointerEvent EventCopy, const FSlateApplication::ProcessMouseButtonUpEvent::__l18::FReply <lambda>(const FArrangedWidget &, const FPointerEvent &) & Lambda) Line 212 C++ UE4Editor-Slate.dll!FSlateApplication::ProcessMouseButtonUpEvent(FPointerEvent & MouseEvent) Line 4173 C++ UE4Editor-Slate.dll!FSlateApplication::OnMouseUp(const EMouseButtons::Type Button) Line 4133 C++ UE4Editor-Core.dll!FWindowsApplication::ProcessDeferredMessage(const FDeferredWindowsMessage & DeferredMessage) Line 1406 C++ UE4Editor-Core.dll!FWindowsApplication::DeferMessage(TSharedPtr<FWindowsWindow,0> & NativeWindow, HWND__ * InHWnd, unsigned int InMessage, unsigned __int64 InWParam, __int64 InLParam, int MouseX, int MouseY, unsigned int RawInputFlags) Line 1711 C++ UE4Editor-Core.dll!FWindowsApplication::ProcessMessage(HWND__ * hwnd, unsigned int msg, unsigned __int64 wParam, __int64 lParam) Line 706 C++ UE4Editor-Core.dll!FWindowsApplication::AppWndProc(HWND__ * hwnd, unsigned int msg, unsigned __int64 wParam, __int64 lParam) Line 628 C++ [External Code] UE4Editor-Core.dll!FWindowsPlatformMisc::PumpMessages(bool bFromMainLoop) Line 792 C++ UE4Editor.exe!FEngineLoop::Tick() Line 2319 C++ UE4Editor.exe!GuardedMain(const wchar_t * CmdLine, HINSTANCE__ * hInInstance, HINSTANCE__ * hPrevInstance, int nCmdShow) Line 142 C++ UE4Editor.exe!WinMain(HINSTANCE__ * hInInstance, HINSTANCE__ * hPrevInstance, char * __formal, int nCmdShow) Line 285 C++ [External Code]
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Head over to the existing Questions & Answers thread and let us know what's up.
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Component | UE - Graphics Features |
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Target Fix | 4.8 |
Created | May 15, 2015 |
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Resolved | May 15, 2015 |
Updated | Apr 27, 2018 |