Description

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:

  • I was setting up the landcape materials
  • produce layer info
Steps to Reproduce

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

Callstack
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()

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Fixed
ComponentUE - LD & Modeling - Terrain - Landscape
Affects Versions4.114.124.13
Target Fix4.13.14.14
Fix Commit3135599
Main Commit3152072
CreatedSep 8, 2016
ResolvedSep 22, 2016
UpdatedOct 30, 2017
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