The repro steps are very similar to https://jira.ol.epicgames.net/browse/UE-34241 except that you have to save the static mesh before switching back to the particle editor.
Result: Editor crashes
UE4Editor_D3D11RHI!FD3D11DynamicRHI::RHISetStreamSource() d3d11commands.cpp:81
UE4Editor_ShaderCore!FVertexFactory::Set() vertexfactory.cpp:181
UE4Editor_Renderer!TBasePassDrawingPolicy<FUniformLightMapPolicy>::SetSharedState() basepassrendering.h:943
UE4Editor_Renderer!FDrawBasePassDynamicMeshAction::Process<FUniformLightMapPolicy>() basepassrendering.cpp:499
UE4Editor_Renderer!ProcessBasePassMesh<FDrawBasePassDynamicMeshAction>() basepassrendering.h:1468
UE4Editor_Renderer!FBasePassOpaqueDrawingPolicyFactory::DrawDynamicMesh() basepassrendering.cpp:575
UE4Editor_Renderer!FDeferredShadingSceneRenderer::RenderBasePassDynamicData() basepassrendering.cpp:939
UE4Editor_Renderer!FDeferredShadingSceneRenderer::RenderBasePass() basepassrendering.cpp:761
UE4Editor_Renderer!FDeferredShadingSceneRenderer::Render() deferredshadingrenderer.cpp:872
UE4Editor_Renderer!RenderViewFamily_RenderThread() scenerendering.cpp:1849
UE4Editor_Renderer!TGraphTask<`FRendererModule::BeginRenderingViewFamily'::`21'::EURCMacro_FDrawSceneCommand>::ExecuteTask() taskgraphinterfaces.h:868
UE4Editor_Core!FNamedTaskThread::ProcessTasksNamedThread() taskgraph.cpp:932
UE4Editor_Core!FNamedTaskThread::ProcessTasksUntilQuit() taskgraph.cpp:679
UE4Editor_RenderCore!RenderingThreadMain() renderingthread.cpp:319
UE4Editor_RenderCore!FRenderingThread::Run() renderingthread.cpp:440
UE4Editor_Core!FRunnableThreadWin::Run() windowsrunnablethread.cpp:74
Modules Functions File Names & Lines File Paths & Lines Unformatted
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0 |
Component | UE - Graphics Features |
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Affects Versions | 4.13 |
Target Fix | 4.13 |
Created | Aug 17, 2016 |
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Resolved | Aug 23, 2016 |
Updated | Apr 27, 2018 |