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Crash rendering image sequence if the Sub-Level containing the matinee is not loaded.
This seems to go away if the level is either set to "Always Loaded". Seems to be a result of people not switching their streaming method. Still shouldn't crash though.
Error message:
Fatal error: [Link Removed] [Line: 118] A FRenderResource was deleted without being released first!
Source Context:
372 /** Called when a window is destroyed to give the renderer a chance to free resources */ 373 void FSlateRHIRenderer::OnWindowDestroyed( const TSharedRef<SWindow>& InWindow ) 374 { 375 checkSlow(IsThreadSafeForSlateRendering()); 376 377 FViewportInfo** ViewportInfoPtr = WindowToViewportInfo.Find( &InWindow.Get() ); 378 if( ViewportInfoPtr ) 379 { 380 BeginReleaseResource( *ViewportInfoPtr ); 381 382 // Need to flush rendering commands as the viewport may be in use by the render thread 383 // and the rendering resources must be released on the render thread before the viewport can be deleted 384 FlushRenderingCommands(); 385 386 ***** delete *ViewportInfoPtr; 387 } 388 389 WindowToViewportInfo.Remove( &InWindow.Get() ); 390 } 391 392 /** Draws windows from a FSlateDrawBuffer on the render thread */ 393 void FSlateRHIRenderer::DrawWindow_RenderThread(FRHICommandListImmediate& RHICmdList, const FViewportInfo& ViewportInfo, FSlateWindowElementList& WindowElementList, bool bLockToVsync, bool bClear) 394 { 395 SCOPED_DRAW_EVENT(RHICmdList, SlateUI); 396 397 // Should only be called by the rendering thread 398 check(IsInRenderingThread()); 399 400 { 401 SCOPE_CYCLE_COUNTER( STAT_SlateRenderingRTTime );
Most recent user affected CL: 2934540
Logs:
[Link Removed]
CrashReporter User Descriptions:
EUS [NameRemoved] - Render an image sequence from a Matinee that resides in a sub-level
1. Open the attached project
2. Under the Cinematics menu, select "MatineeActor"
3. In the toolbar, select "Movie"
4. Change "Capture Type" to any of the "Image Sequence" options
5. Click "Capture Movie"
6. Allow the editor to close matinee
7. Hit Escape after a few seconds
Result: Crash
Expected: PIE Window closes and you return to the editor
UE4Editor_SlateRHIRenderer!FSlateRHIRenderer::FViewportInfo::`scalar deleting destructor'() UE4Editor_SlateRHIRenderer!FSlateRHIRenderer::OnWindowDestroyed() slaterhirenderer.cpp:387 UE4Editor_Slate!FSlateApplication::PrivateDestroyWindow() slateapplication.cpp:5659 UE4Editor_Slate!FSlateApplication::DestroyWindowsImmediately() slateapplication.cpp:2609 UE4Editor_Slate!FSlateApplication::RequestDestroyWindow() slateapplication.cpp:2085 UE4Editor_Slate!FSlateApplication::DestroyWindowImmediately() slateapplication.cpp:2093 UE4Editor_UnrealEd!UEditorEngine::TeardownPlaySession() playlevel.cpp:536 UE4Editor_UnrealEd!UEditorEngine::EndPlayMap() playlevel.cpp:255 UE4Editor_UnrealEd!UEditorEngine::Tick() editorengine.cpp:977 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>
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