UDN description:
When landscape is flagged as Nanite enabled but nanite mesh has not been built yet, a save operation (or an auto save) triggers a fatal failed check in ULandscapeNaniteComponent::InitializeForLandscapeAsync because World->GetSubsystem<ULandscapeSubsystem>() returns a nullptr LandscapeSubSystem.
UDN:
> UnrealEditor-Landscape.dll!ULandscapeNaniteComponent::InitializeForLandscapeAsync(ALandscapeProxy * Landscape, const FGuid & NewProxyContentId, bool bInIsAsync, const TArrayView<ULandscapeComponent *,int> & InComponentsToExport, int InNaniteComponentIndex) Line 151 C++ UnrealEditor-Landscape.dll!ALandscapeProxy::UpdateNaniteRepresentationAsync(const ITargetPlatform * InTargetPlatform) Line 409 C++ UnrealEditor-Landscape.dll!ALandscapeProxy::UpdateNaniteRepresentation(const ITargetPlatform * InTargetPlatform) Line 447 C++ UnrealEditor-Landscape.dll!ALandscapeProxy::PreSave(FObjectPreSaveContext ObjectSaveContext) Line 3218 C++ UnrealEditor-CoreUObject.dll!UE::SavePackageUtilities::CallPreSave(UObject * Object, FObjectSaveContextData & ObjectSaveContext) Line 656 C++ UnrealEditor-CoreUObject.dll!`anonymous namespace'::RoutePresave(FSaveContext & SaveContext) Line 278 C++ UnrealEditor-CoreUObject.dll!UPackage::Save2(UPackage * InPackage, UObject * InAsset, const wchar_t * InFilename, const FSavePackageArgs & SaveArgs) Line 3062 C++ UnrealEditor-CoreUObject.dll!UPackage::Save(UPackage * InOuter, UObject * InAsset, const wchar_t * Filename, const FSavePackageArgs & SaveArgs) Line 20 C++ UnrealEditor-UnrealEd.dll!UEditorEngine::Save(UPackage * InOuter, UObject * InAsset, const wchar_t * Filename, const FSavePackageArgs & InSaveArgs) Line 4707 C++ UnrealEditor-UnrealEd.dll!UEditorEngine::SavePackage(UPackage * InOuter, UObject * InAsset, const wchar_t * Filename, const FSavePackageArgs & SaveArgs) Line 4716 C++ UnrealEditor-UnrealEd.dll!UEditorEngine::Exec_Obj(const wchar_t * Str, FOutputDevice & Ar) Line 4739 C++ UnrealEditor-UnrealEd.dll!UEditorEngine::Exec_Editor(UWorld * InWorld, const wchar_t * Stream, FOutputDevice & Ar) Line 5810 C++ UnrealEditor-Core.dll!FExec::Exec(UWorld * InWorld, const wchar_t * Cmd, FOutputDevice & Ar) Line 18 C++ UnrealEditor-Engine.dll!UEngine::Exec(UWorld * InWorld, const wchar_t * Cmd, FOutputDevice & Ar) Line 4780 C++ UnrealEditor-UnrealEd.dll!UUnrealEdEngine::Exec(UWorld * InWorld, const wchar_t * Stream, FOutputDevice & Ar) Line 662 C++ UnrealEditor-UnrealEd.dll!SaveWorld(UWorld * World, const FString * ForceFilename, const wchar_t * OverridePath, const wchar_t * FilenamePrefix, bool bRenamePackageToFile, bool bCheckDirty, FString & FinalFilename, bool bAutosaving, bool bPIESaving) Line 906 C++ UnrealEditor-UnrealEd.dll!FEditorFileUtils::SaveMap(UWorld * InWorld, const FString & Filename) Line 2998 C++ UnrealEditor-UnrealEd.dll!InternalSavePackage(UPackage * PackageToSave, bool bUseDialog, bool & bOutPackageLocallyWritable, FOutputDevice & SaveOutput) Line 3522 C++ UnrealEditor-UnrealEd.dll!InternalPromptForCheckoutAndSave(const TArray<UPackage *,TSizedDefaultAllocator<32>> & FinalSaveList, bool bUseDialog, TArray<UPackage *,TSizedDefaultAllocator<32>> & OutFailedPackages) Line 4174 C++ UnrealEditor-UnrealEd.dll!FEditorFileUtils::PromptForCheckoutAndSave(const TArray<UPackage *,TSizedDefaultAllocator<32>> & InPackages, FEditorFileUtils::FPromptForCheckoutAndSaveParams & InOutParams) Line 4551 C++ UnrealEditor-UnrealEd.dll!InternalSavePackages(const TArray<UPackage *,TSizedDefaultAllocator<32>> & PackagesToSave, bool bPromptUserToSave, bool bFastSave, bool bCanBeDeclined, bool bCheckDirty) Line 3808 C++ UnrealEditor-UnrealEd.dll!FEditorFileUtils::SaveDirtyPackages(const bool bPromptUserToSave, const bool bSaveMapPackages, const bool bSaveContentPackages, const bool bFastSave, const bool bNotifyNoPackagesSaved, const bool bCanBeDeclined, bool * bOutPackagesNeededSaving, const TFunctionRef<bool __cdecl(UPackage *)> & ShouldIgnorePackageFunction) Line 3952 C++ UnrealEditor-MainFrame.dll!FMainFrameHandler::CanCloseEditor() Line 154 C++ UnrealEditor-MainFrame.dll!FMainFrameHandler::CloseRootWindowOverride(const TSharedRef<SWindow,1> & WindowBeingClosed) Line 173 C++ [Inline Frame] UnrealEditor-MainFrame.dll!Invoke(void(FMainFrameHandler::*)(const TSharedRef<SWindow,1> &)) Line 66 C++ [Inline Frame] UnrealEditor-MainFrame.dll!UE::Core::Private::Tuple::TTupleBase<TIntegerSequence<unsigned int>>::ApplyAfter(void(FMainFrameHandler::*)(const TSharedRef<SWindow,1> &) &) Line 311 C++ UnrealEditor-MainFrame.dll!TBaseRawMethodDelegateInstance<0,FMainFrameHandler,void __cdecl(TSharedRef<SWindow,1> const &),FDefaultDelegateUserPolicy>::Execute(const TSharedRef<SWindow,1> & <Params_0>) Line 518 C++ [Inline Frame] UnrealEditor-SlateCore.dll!TDelegate<void __cdecl(TSharedRef<SWindow,1> const &),FDefaultDelegateUserPolicy>::Execute(const TSharedRef<SWindow,1> &) Line 549 C++ UnrealEditor-SlateCore.dll!SWindow::RequestDestroyWindow() Line 1364 C++ UnrealEditor-Slate.dll!SWindowTitleBar::CloseButton_OnClicked() Line 539 C++ [Inline Frame] UnrealEditor-Slate.dll!Invoke(FReply(SWindowTitleBar::*)()) Line 66 C++ [Inline Frame] UnrealEditor-Slate.dll!UE::Core::Private::Tuple::TTupleBase<TIntegerSequence<unsigned int>>::ApplyAfter(FReply(SWindowTitleBar::*)() &) Line 311 C++ UnrealEditor-Slate.dll!TBaseSPMethodDelegateInstance<0,SWindowTitleBar,1,FReply __cdecl(void),FDefaultDelegateUserPolicy>::Execute() Line 281 C++ UnrealEditor-Slate.dll!TDelegate<FReply __cdecl(void),FDefaultDelegateUserPolicy>::Execute() Line 549 C++ UnrealEditor-Slate.dll!SButton::ExecuteOnClick() Line 465 C++ UnrealEditor-Slate.dll!SButton::OnMouseButtonUp(const FGeometry & MyGeometry, const FPointerEvent & MouseEvent) Line 390 C++ [Inline Frame] UnrealEditor-Slate.dll!FSlateApplication::RoutePointerUpEvent::__l8::<lambda_3>::operator()(const FArrangedWidget &) Line 5272 C++ UnrealEditor-Slate.dll!FEventRouter::Route<FReply,FEventRouter::FToLeafmostPolicy,FPointerEvent,`FSlateApplication::RoutePointerUpEvent'::`8'::<lambda_3>>(FSlateApplication * ThisApplication, FEventRouter::FToLeafmostPolicy RoutingPolicy, FPointerEvent EventCopy, const FSlateApplication::RoutePointerUpEvent::__l8::<lambda_3> & Lambda, ESlateDebuggingInputEvent DebuggingInputEvent) Line 442 C++ UnrealEditor-Slate.dll!FSlateApplication::RoutePointerUpEvent(const FWidgetPath & WidgetsUnderPointer, const FPointerEvent & PointerEvent) Line 5258 C++ UnrealEditor-Slate.dll!FSlateApplication::ProcessMouseButtonUpEvent(const FPointerEvent & MouseEvent) Line 5827 C++ UnrealEditor-Slate.dll!FSlateApplication::OnMouseUp(const EMouseButtons::Type Button, const UE::Math::TVector2<double> CursorPos) Line 5792 C++ UnrealEditor-ApplicationCore.dll!FWindowsApplication::ProcessDeferredMessage(const FDeferredWindowsMessage & DeferredMessage) Line 2231 C++ UnrealEditor-ApplicationCore.dll!FWindowsApplication::DeferMessage(TSharedPtr<FWindowsWindow,1> & NativeWindow, HWND__ * InHWnd, unsigned int InMessage, unsigned __int64 InWParam, __int64 InLParam, int MouseX, int MouseY, unsigned int RawInputFlags) Line 2749 C++ UnrealEditor-ApplicationCore.dll!FWindowsApplication::ProcessMessage(HWND__ * hwnd, unsigned int msg, unsigned __int64 wParam, __int64 lParam) Line 1099 C++ [Inline Frame] UnrealEditor-ApplicationCore.dll!WindowsApplication_WndProc(HWND__ *) Line 931 C++ UnrealEditor-ApplicationCore.dll!FWindowsApplication::AppWndProc(HWND__ * hwnd, unsigned int msg, unsigned __int64 wParam, __int64 lParam) Line 937 C++
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-215492 in the post.
6 |
Component | UE - LD & Modeling - Terrain - Landscape |
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Target Fix | 5.5 |
Created | May 21, 2024 |
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Updated | Jun 25, 2024 |