A crash occurs when importing a tiled landscape, via the 'Levels' window with World Composition enabled, and applying a material to the 'Hole Material' slot. You can also re-apply a default material to get the crash to occur.
The user on the AnswerHub post provided a heightmap file which was not producing the crash, but using a combination of multiple heightmap files (attached) reproduced the crash.
This is a regression. Works in 4.7.6 and broken in 4.8.0.
1. Create a Blank new Project and enable 'World Composition' via 'World Settings'
2. Open the 'Levels' window and select the 'Levels' dropdown to 'Import Tiled Landscape'.
3. Select all four heightmap files attached and import them.
4. Right-click the newly created landscapes within the 'Levels' window and choose the 'Make Current' option.
5. With the landscapes still selected, open the details panel and apply a landscape material to the 'Landscape Hole Material' slot.
Expected: Landscape material applies to both material slots without a crash.
Outcome: Crash occurs when applying material to 'Landscape Hole Material' slot, or re-applying material to 'Landscape Material' slot.
UE4Editor_Engine!UActorComponent::CreateRenderState_Concurrent() actorcomponent.cpp:953
UE4Editor_Engine!UPrimitiveComponent::CreateRenderState_Concurrent() primitivecomponent.cpp:285
UE4Editor_Engine!TIndirectArray<FComponentRecreateRenderStateContext,FDefaultAllocator>::Empty() array.h:3193
UE4Editor_Engine!FGlobalComponentRecreateRenderStateContext::~FGlobalComponentRecreateRenderStateContext() actorcomponent.cpp:96
UE4Editor_Engine!TScopedPointer<FGlobalComponentRecreateRenderStateContext>::Reset() scopedpointer.h:105
UE4Editor_Engine!FMaterialUpdateContext::~FMaterialUpdateContext() materialshared.cpp:2093
UE4Editor_Landscape!ALandscapeProxy::PostEditChangeProperty() landscapeedit.cpp:3193
UE4Editor_CoreUObject!UObject::PostEditChangeChainProperty() obj.cpp:376
UE4Editor_Landscape!ALandscapeProxy::PostEditChangeChainProperty() landscapeedit.cpp:3300
UE4Editor_PropertyEditor!FPropertyNode::NotifyPostChange() propertynode.cpp:1979
UE4Editor_PropertyEditor!FPropertyValueImpl::ImportText() propertyhandleimpl.cpp:446
UE4Editor_PropertyEditor!FPropertyValueImpl::ImportText() propertyhandleimpl.cpp:297
UE4Editor_PropertyEditor!FPropertyValueImpl::SendTextToObjectProperty() propertyhandleimpl.cpp:253
UE4Editor_PropertyEditor!FPropertyHandleObject::SetValue() propertyhandleimpl.cpp:2373
UE4Editor_PropertyEditor!SPropertyEditorAsset::SetValue() spropertyeditorasset.cpp:521
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_PropertyEditor!SPropertyMenuAssetPicker::OnAssetSelected() spropertymenuassetpicker.cpp:232
UE4Editor_PropertyEditor!TBaseSPMethodDelegateInstance<0,SPropertyMenuAssetPicker,0,TTypeWrapper<void> __cdecl() delegateinstancesimpl_variadics.inl:282
UE4Editor_PropertyEditor!TBaseSPMethodDelegateInstance<0,SPropertyMenuAssetPicker,0,void __cdecl() delegateinstancesimpl_variadics.inl:388
UE4Editor_ContentBrowser!SAssetView::AssetSelectionChanged() sassetview.cpp:3076
UE4Editor_ContentBrowser!TBaseSPMethodDelegateInstance<0,SAssetView,0,TTypeWrapper<void> __cdecl() delegateinstancesimpl_variadics.inl:282
UE4Editor_ContentBrowser!TBaseSPMethodDelegateInstance<0,SAssetView,0,void __cdecl() delegateinstancesimpl_variadics.inl:388
UE4Editor_ContentBrowser!TBaseDelegate<void,TSharedPtr<FAssetViewItem,0>,enum ESelectInfo::Type>::ExecuteIfBound() delegatesignatureimpl_variadics.inl:519
UE4Editor_ContentBrowser!SListView<TSharedPtr<FAssetViewItem,0> >::Private_SignalSelectionChanged() slistview.h:609
UE4Editor_ContentBrowser!STableRow<TSharedPtr<FAssetViewItem,0> >::OnMouseButtonUp() stablerow.h:437
UE4Editor_Slate!<lambda_de96dc3471181973108233c6db1f9843>::operator() slateapplication.cpp:4170
UE4Editor_Slate!FEventRouter::Route<FReply,FEventRouter::FToLeafmostPolicy,FPointerEvent,<lambda_de96dc3471181973108233c6db1f9843> >() slateapplication.cpp:212
UE4Editor_Slate!FSlateApplication::ProcessMouseButtonUpEvent() slateapplication.cpp:4173
UE4Editor_Slate!FSlateApplication::OnMouseUp() slateapplication.cpp:4133
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:792
UE4Editor!FEngineLoop::Tick() launchengineloop.cpp:2319
UE4Editor!GuardedMain() launch.cpp:142
UE4Editor!GuardedMainWrapper() launchwindows.cpp:126
UE4Editor!WinMain() launchwindows.cpp:200
Head over to the existing Questions & Answers thread and let us know what's up.
0 |
Component | UE - LD & Modeling - Terrain - Landscape |
---|---|
Affects Versions | 4.8 |
Target Fix | 4.8.1, 4.9 |
Fix Commit | 2585361 |
---|
Created | Jun 11, 2015 |
---|---|
Resolved | Jun 18, 2015 |
Updated | Apr 27, 2018 |