Steps to Reproduce

1. Check Use Landscape for Culling Invisible HLODVertices in landscapeStreamingProxies
2. Check Is Spatially Loaded in landscapeStreamingProxy
3. Place static mesh below the landscape (-Z)
4. Place another static mesh in a way that it is completely contained within the static mesh placed in step 3
5. Create HLODlayer with MergedMesh setting and check the Use landscape culling
6. Set the HLOD layer on the placed static mesh
7. Clear the defaultHLODlayer in the world settings
8. Build HLOD
9. Start PIE

Callstack

UnrealEditor-Engine.dll!FStaticMeshRenderData::Cache(const ITargetPlatform * TargetPlatform, UStaticMesh * Owner, const FStaticMeshLODSettings & LODSettings) Line 3086 C++
UnrealEditor-Engine.dll!UStaticMesh::CacheDerivedData() Line 5450 C++
UnrealEditor-Engine.dll!UStaticMesh::ExecutePostLoadInternal(FStaticMeshPostLoadContext & Context) Line 6161 C++
[Inline Frame] UnrealEditor-Engine.dll!FStaticMeshAsyncBuildWorker::DoWork() Line 221 C++
UnrealEditor-Engine.dll!FAsyncTask<FStaticMeshAsyncBuildWorker>::DoTaskWork() Line 626 C++
UnrealEditor-Engine.dll!FAsyncTaskBase::DoWork() Line 289 C++
UnrealEditor-Engine.dll!FAsyncTaskBase::DoThreadedWork() Line 313 C++
UnrealEditor-Core.dll!FQueuedThreadPoolWrapper::FScheduledWork::DoThreadedWork() Line 141 C++
UnrealEditor-Engine.dll!FQueuedThreadPoolWrapper::FScheduledWork::DoThreadedWork() Line 141 C++
[Inline Frame] UnrealEditor.exe!FQueuedLowLevelThreadPool::AddQueuedWork::__l2::<lambda_1>::operator()() Line 480 C++
UnrealEditor.exe!LowLevelTasks::FTask::Init::__l11::<lambda_1>::operator()(const bool bNotCanceled) Line 499 C++
[Inline Frame] UnrealEditor.exe!Invoke(LowLevelTasks::FTask::Init::__l11::<lambda_1> &) Line 47 C++
[Inline Frame] UnrealEditor.exe!LowLevelTasks::TTaskDelegate<LowLevelTasks::FTask * __cdecl(bool),48>::TTaskDelegateImpl<`LowLevelTasks::FTask::Init<`FQueuedLowLevelThreadPool::AddQueuedWork'::`2'::<lambda_1>>'::`11'::<lambda_1>,0>::Call(void *) Line 162 C++
UnrealEditor.exe!LowLevelTasks::TTaskDelegate<LowLevelTasks::FTask * __cdecl(bool),48>::TTaskDelegateImpl<`LowLevelTasks::FTask::Init<`FQueuedLowLevelThreadPool::AddQueuedWork'::`2'::<lambda_1>>'::`11'::<lambda_1>,0>::CallAndMove(LowLevelTasks::TTaskDelegate<LowLevelTasks::FTask * __cdecl(bool),48> & Destination, void * InlineData, unsigned int DestInlineSize, bool <Params_0>) Line 171 C++
[Inline Frame] UnrealEditor-Core.dll!LowLevelTasks::TTaskDelegate<LowLevelTasks::FTask * __cdecl(bool),48>::CallAndMove(LowLevelTasks::TTaskDelegate<LowLevelTasks::FTask * __cdecl(bool),48> &) Line 308 C++
UnrealEditor-Core.dll!LowLevelTasks::FTask::ExecuteTask() Line 627 C++
UnrealEditor-Core.dll!LowLevelTasks::FScheduler::ExecuteTask(LowLevelTasks::FTask * & InOutTask) Line 172 C++
UnrealEditor-Core.dll!LowLevelTasks::FScheduler::TryExecuteTaskFrom<LowLevelTasks::TLocalQueueRegistry<1024>::TLocalQueue,&LowLevelTasks::TLocalQueueRegistry<1024>::TLocalQueue::DequeueGlobal,0>(LowLevelTasks::TLocalQueueRegistry<1024>::TLocalQueue * Queue, LowLevelTasks::TLocalQueueRegistry<1024>::FOutOfWork & OutOfWork, bool bPermitBackgroundWork, bool bDisableThrottleStealing) Line 350 C++
UnrealEditor-Core.dll!LowLevelTasks::FScheduler::WorkerMain(LowLevelTasks::FSleepEvent * WorkerEvent, LowLevelTasks::TLocalQueueRegistry<1024>::TLocalQueue * WorkerLocalQueue, unsigned int WaitCycles, bool bPermitBackgroundWork) Line 378 C++
[Inline Frame] UnrealEditor-Core.dll!LowLevelTasks::FScheduler::CreateWorker::__l2::<lambda>() Line 70 C++
[Inline Frame] UnrealEditor-Core.dll!Invoke(LowLevelTasks::FScheduler::CreateWorker::__l2::void <lambda>(void) &) Line 47 C++
UnrealEditor-Core.dll!UE::Core::Private::Function::TFunctionRefCaller<`LowLevelTasks::FScheduler::CreateWorker'::`2'::void <lambda>(void),void __cdecl(void)>::Call(void * Obj) Line 480 C++
[Inline Frame] UnrealEditor-Core.dll!UE::Core::Private::Function::TFunctionRefBase<UE::Core::Private::Function::TFunctionStorage<1>,void __cdecl(void)>::operator()() Line 629 C++
UnrealEditor-Core.dll!FThreadImpl::Run() Line 69 C++
UnrealEditor-Core.dll!FRunnableThreadWin::Run() Line 149 C++
UnrealEditor-Core.dll!FRunnableThreadWin::GuardedRun() Line 71 C++
kernel32.dll!BaseThreadInitThunk() Unknown
ntdll.dll!00007ffc76fdcc91() Unknown

Have Comments or More Details?

There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-220133 in the post.

0
Login to Vote

Unresolved
CreatedJul 25, 2024
UpdatedOct 11, 2024
View Jira Issue