This Jira was created from CrashReports submitted by the public due to the high number of occurrences. Descriptions from users are provided below.
Error message:
Access violation - code c0000005 (first/second chance not available)
Source Context:
2602 TexDataInfos[WeightmapIdx] = GetTextureDataInfo(Component->WeightmapTextures[WeightmapIdx]); 2603 } 2604 2605 LayerDataPtrs.Reset(); // Pointers to all layers' data 2606 LayerDataPtrs.AddUninitialized(Component->WeightmapLayerAllocations.Num()); 2607 LayerNoWeightBlends.Reset(); // NoWeightBlend flags 2608 LayerNoWeightBlends.AddUninitialized(Component->WeightmapLayerAllocations.Num()); 2609 LayerEditDataAllZero.Reset(); // Whether the data we are editing for this layer is all zero 2610 LayerEditDataAllZero.AddUninitialized(Component->WeightmapLayerAllocations.Num()); 2611 2612 for (int32 LayerIdx = 0; LayerIdx < Component->WeightmapLayerAllocations.Num(); LayerIdx++) 2613 { 2614 FWeightmapLayerAllocationInfo& Allocation = Component->WeightmapLayerAllocations[LayerIdx]; 2615 LayerDataPtrs[LayerIdx] = (uint8*)TexDataInfos[Allocation.WeightmapTextureIndex]->GetMipData(0) + ChannelOffsets[Allocation.WeightmapTextureChannel]; 2616 ***** LayerNoWeightBlends[LayerIdx] = Allocation.LayerInfo->bNoWeightBlend; 2617 LayerEditDataAllZero[LayerIdx] = true; 2618 } 2619 2620 // Find the texture data corresponding to this vertex 2621 const int32 TexSize = (SubsectionSizeQuads+1) * ComponentNumSubsections; 2622 2623 // Find coordinates of box that lies inside component 2624 const int32 ComponentX1 = FMath::Clamp<int32>(X1-ComponentIndexX*ComponentSizeQuads, 0, ComponentSizeQuads); 2625 const int32 ComponentY1 = FMath::Clamp<int32>(Y1-ComponentIndexY*ComponentSizeQuads, 0, ComponentSizeQuads); 2626 const int32 ComponentX2 = FMath::Clamp<int32>(X2-ComponentIndexX*ComponentSizeQuads, 0, ComponentSizeQuads); 2627 const int32 ComponentY2 = FMath::Clamp<int32>(Y2-ComponentIndexY*ComponentSizeQuads, 0, ComponentSizeQuads); 2628 2629 // Find subsection range for this box 2630 const int32 SubIndexX1 = FMath::Clamp<int32>((ComponentX1-1) / SubsectionSizeQuads, 0, ComponentNumSubsections-1); // -1 because we need to pick up vertices shared between subsections 2631 const int32 SubIndexY1 = FMath::Clamp<int32>((ComponentY1-1) / SubsectionSizeQuads, 0, ComponentNumSubsections-1);
Most recent user affected CL: 3106830
Logs:
[Link Removed]
[Link Removed]
CrashReporter User Descriptions:
Load QA-Landscape
Open the landscape editor
go to the paint mode
Press the "find in content browser" button next to layer 3
Delete the asset for layer 3 in the content browser
Select "Force Delete" when it says that it's still in use
(this appears to work)
Attempt to paint layer 2 on the landscape
crash
UE4Editor_Landscape!FLandscapeEditDataInterface::SetAlphaData() [landscapeeditinterface.cpp:2617] UE4Editor_LandscapeEditor!FAlphamapAccessor<1,0>::SetData() [landscapeedmodetools.h:956] UE4Editor_LandscapeEditor!FLandscapeToolStrokePaint::Apply() [landscapeedmodepainttools.cpp:252] UE4Editor_LandscapeEditor!FLandscapeToolBase<FLandscapeToolStrokePaint>::BeginTool() [landscapeedmodetools.h:1325] UE4Editor_LandscapeEditor!FEdModeLandscape::InputKey() [landscapeedmode.cpp:1262] UE4Editor_UnrealEd!FEditorModeTools::InputKey() [editormodemanager.cpp:714] UE4Editor_UnrealEd!FEditorViewportClient::InputKey() [editorviewportclient.cpp:2202] UE4Editor_UnrealEd!FLevelEditorViewportClient::InputKey() [leveleditorviewport.cpp:2468] UE4Editor_Engine!FSceneViewport::OnMouseButtonDown() [sceneviewport.cpp:402] UE4Editor_Slate!SViewport::OnMouseButtonDown() [sviewport.cpp:176] UE4Editor_Slate!<lambda_7097b900f0e4be30d80fb18f98c51ea0>::operator() [slateapplication.cpp:4810] UE4Editor_Slate!FEventRouter::Route<FReply,FEventRouter::FBubblePolicy,FPointerEvent,<lambda_7097b900f0e4be30d80fb18f98c51ea0> >() [slateapplication.cpp:215] UE4Editor_Slate!FSlateApplication::RoutePointerDownEvent() [slateapplication.cpp:4799] UE4Editor_Slate!FSlateApplication::ProcessMouseButtonDownEvent() [slateapplication.cpp:4757] UE4Editor_Slate!FSlateApplication::OnMouseDown() [slateapplication.cpp:4691] UE4Editor_Core!FWindowsApplication::ProcessDeferredMessage() [windowsapplication.cpp:1592] UE4Editor_Core!FWindowsApplication::DeferMessage() [windowsapplication.cpp:1930] UE4Editor_Core!FWindowsApplication::ProcessMessage() [windowsapplication.cpp:747] UE4Editor_Core!FWindowsApplication::AppWndProc() [windowsapplication.cpp:669] user32!UserCallWinProcCheckWow() user32!DispatchMessageWorker() UE4Editor_Core!FWindowsPlatformMisc::PumpMessages() [windowsplatformmisc.cpp:905] UE4Editor!FEngineLoop::Tick() [launchengineloop.cpp:2788] UE4Editor!GuardedMain() [launch.cpp:156] UE4Editor!GuardedMainWrapper() [launchwindows.cpp:126] UE4Editor!WinMain() [launchwindows.cpp:202] UE4Editor!__scrt_common_main_seh() [exe_common.inl:264] kernel32!BaseThreadInitThunk() ntdll!RtlUserThreadStart()
Why does the REMOVE method of map container remove elements have memory leaks?
How does TextureRenderTarget2D get TArray<uint8> type data?
What is the cause of the packaging error falling back to 'GameUserSettings' in ue5?
How to delete some elements correctly when deleting an array loop?
What controls of umg have mouse wheel events in UE4.27?
How to convert the datasmith scene file to BluePrint. Create animations in BluePrint.
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-35709 in the post.
0 |
Component | UE - LD & Modeling - Terrain - Landscape |
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Affects Versions | 4.11, 4.12, 4.13 |
Target Fix | 4.13.1, 4.14 |
Fix Commit | 3135599 |
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Main Commit | 3152072 |
Created | Sep 8, 2016 |
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Resolved | Sep 22, 2016 |
Updated | Oct 30, 2017 |