Sculpting a landscape densely covered in foliage crashes editor after freezing.
Frequency: 2/2
crashreporter: N/A
Additional CrashReporter - [Link Removed]
Repro steps:
Results:
Editor crashes after freezing
Expected:
landscape is sculpted, foliage moves with landscape alterations.
MachineId:4E82586D46B558EA69EF0EAA821297B1
EpicAccountId:2e342bbd0e92480fa71bf4505b6a81c3
Assertion failed: (Index >= 0) & (Index < ArrayNum) [Link Removed] [Line: 785]
Array index out of bounds: -212592 from an array of size 124216
UE4Editor_Core!FDebug::AssertFailed() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\core\private\misc\outputdevice.cpp:430]
UE4Editor_Engine!UHierarchicalInstancedStaticMeshComponent::UpdateInstanceTransform() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\engine\private\hierarchicalinstancedstaticmesh.cpp:1925]
UE4Editor_Landscape!ULandscapeHeightfieldCollisionComponent::SnapFoliageInstances() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\landscape\private\landscapecollision.cpp:1190]
UE4Editor_LandscapeEditor!FHeightmapAccessor<1>::SetData() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\editor\landscapeeditor\private\landscapeedmodetools.h:666]
UE4Editor_LandscapeEditor!FLandscapeToolStrokeSculpt::Apply() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\editor\landscapeeditor\private\landscapeedmodepainttools.cpp:482]
UE4Editor_LandscapeEditor!FLandscapeToolBase<FLandscapeToolStrokeSculpt>::BeginTool() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\editor\landscapeeditor\private\landscapeedmodetools.h:1324]
UE4Editor_LandscapeEditor!FEdModeLandscape::InputKey() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\editor\landscapeeditor\private\landscapeedmode.cpp:1245]
UE4Editor_UnrealEd!FEditorModeTools::InputKey() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\editor\unrealed\private\editormodemanager.cpp:640]
UE4Editor_UnrealEd!FEditorViewportClient::InputKey() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\editor\unrealed\private\editorviewportclient.cpp:2068]
UE4Editor_UnrealEd!FLevelEditorViewportClient::InputKey() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\editor\unrealed\private\leveleditorviewport.cpp:2494]
UE4Editor_Engine!FSceneViewport::OnMouseButtonDown() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\engine\private\slate\sceneviewport.cpp:390]
UE4Editor_Slate!SViewport::OnMouseButtonDown() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\slate\private\widgets\sviewport.cpp:182]
UE4Editor_Slate!<lambda_7097b900f0e4be30d80fb18f98c51ea0>::operator()() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:4459]
UE4Editor_Slate!FEventRouter::Route<FReply,FEventRouter::FBubblePolicy,FPointerEvent,<lambda_7097b900f0e4be30d80fb18f98c51ea0> >() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:214]
UE4Editor_Slate!FSlateApplication::RoutePointerDownEvent() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:4448]
UE4Editor_Slate!FSlateApplication::ProcessMouseButtonDownEvent() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:4406]
UE4Editor_Slate!FSlateApplication::OnMouseDown() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:4340]
UE4Editor_Core!FWindowsApplication::ProcessDeferredMessage() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\core\private\windows\windowsapplication.cpp:1353]
UE4Editor_Core!FWindowsApplication::DeferMessage() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\core\private\windows\windowsapplication.cpp:1732]
UE4Editor_Core!FWindowsApplication::ProcessMessage() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\core\private\windows\windowsapplication.cpp:697]
UE4Editor_Core!FWindowsApplication::AppWndProc() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\core\private\windows\windowsapplication.cpp:619]
user32
user32
UE4Editor_Core!FWindowsPlatformMisc::PumpMessages() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\core\private\windows\windowsplatformmisc.cpp:884]
UE4Editor!FEngineLoop::Tick() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\launch\private\launchengineloop.cpp:2610]
UE4Editor!GuardedMain() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\launch\private\launch.cpp:142]
UE4Editor!GuardedMainWrapper() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\launch\private\windows\launchwindows.cpp:126]
UE4Editor!WinMain() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\launch\private\windows\launchwindows.cpp:200]
UE4Editor!__scrt_common_main_seh() [f:\dd\vctools\crt\vcstartup\src\startup\exe_common.inl:264]
kernel32
ntdll
Second CallStack:
UE4Editor_Engine!FStaticMeshInstanceBuffer::Init() instancedstaticmesh.cpp:93
UE4Editor_Engine!FPerInstanceRenderData::FPerInstanceRenderData() instancedstaticmesh.h:351
UE4Editor_Engine!FInstancedStaticMeshRenderData::FInstancedStaticMeshRenderData() instancedstaticmesh.h:397
UE4Editor_Engine!FInstancedStaticMeshSceneProxy::FInstancedStaticMeshSceneProxy() instancedstaticmesh.h:538
UE4Editor_Engine!FHierarchicalStaticMeshSceneProxy::FHierarchicalStaticMeshSceneProxy() hierarchicalinstancedstaticmesh.cpp:669
UE4Editor_Engine!UHierarchicalInstancedStaticMeshComponent::CreateSceneProxy() hierarchicalinstancedstaticmesh.cpp:2443
UE4Editor_Renderer!FScene::AddPrimitive() rendererscene.cpp:496
UE4Editor_Engine!UPrimitiveComponent::CreateRenderState_Concurrent() primitivecomponent.cpp:369
UE4Editor_Engine!UActorComponent::RecreateRenderState_Concurrent() actorcomponent.cpp:1163
UE4Editor_Engine!UActorComponent::DoDeferredRenderUpdates_Concurrent() actorcomponent.cpp:1240
UE4Editor_Engine!<lambda_84b416b78a7316bd7ac57fafc72715e1>::operator() leveltick.cpp:855
UE4Editor_Engine!UWorld::SendAllEndOfFrameUpdates() leveltick.cpp:872
UE4Editor_Renderer!FRendererModule::BeginRenderingViewFamily() scenerendering.cpp:1807
UE4Editor_UnrealEd!FEditorViewportClient::Draw() editorviewportclient.cpp:3068
UE4Editor_Engine!FViewport::Draw() unrealclient.cpp:1053
UE4Editor_UnrealEd!UEditorEngine::UpdateSingleViewportClient() editorengine.cpp:1715
UE4Editor_UnrealEd!UEditorEngine::Tick() editorengine.cpp:1462
UE4Editor_UnrealEd!UUnrealEdEngine::Tick() unrealedengine.cpp:370
UE4Editor!FEngineLoop::Tick() launchengineloop.cpp:2643
UE4Editor!GuardedMain() launch.cpp:142
UE4Editor!GuardedMainWrapper() launchwindows.cpp:126
UE4Editor!WinMain() launchwindows.cpp:200
UE4Editor!__scrt_common_main_seh() exe_common.inl:264
kernel32!<Unknown>
ntdll!<Unknown>
How does TextureRenderTarget2D get TArray<uint8> type data?
Why does the REMOVE method of map container remove elements have memory leaks?
How do I set a material as a post-processing material?
UMG RichText not appear image when packaged
How to delete some elements correctly when deleting an array loop?
How would I go about lerping the rotation instead of it snapping when turning (pls dont sue me epic)
What is the difference between Camera and CineCamera?
What controls of umg have mouse wheel events in UE4.27?
How to implement springarm components to scale according to mouse position in spawn?
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-28926 in the post.
0 |
Component | UE - LD & Modeling - Terrain - Landscape |
---|---|
Affects Versions | 4.11 |
Target Fix | 4.11.2 |
Created | Mar 30, 2016 |
---|---|
Resolved | Apr 11, 2016 |
Updated | Apr 27, 2018 |