I've only had this happen once.
I only got this crash one time.
UE4Editor_Renderer!FSceneViewState::GetPrecomputedVisibilityData() sceneocclusion.cpp:125
UE4Editor_Renderer!FSceneRenderer::ComputeViewVisibility() scenevisibility.cpp:2396
UE4Editor_Renderer!FDeferredShadingSceneRenderer::InitViews() scenevisibility.cpp:2823
UE4Editor_Renderer!FDeferredShadingSceneRenderer::Render() deferredshadingrenderer.cpp:570
UE4Editor_Renderer!RenderViewFamily_RenderThread() scenerendering.cpp:1637
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:320
UE4Editor_RenderCore!FRenderingThread::Run() renderingthread.cpp:454
UE4Editor_Core!FRunnableThreadWin::Run() windowsrunnablethread.cpp:74
I am not able to find world outliner how to enable it?
Undefined sysmbol: typeinfo for AActor when cross-compile linux dedicated server on windows
Delay nodes occasionally don't fire the "Completed" output in a nativized build
How does TextureRenderTarget2D get TArray<uint8> type data?
What method is used to fill polygonal regions when drawing spline mesh at run time?
Why does the REMOVE method of map container remove elements have memory leaks?
How to achieve HLSL Multiple Render Target in Material blueprints?
When I open UE4 4.24.3 it appears that. Does anyone know how to solve?
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-37346 in the post.
0 |
Component | UE - Graphics Features |
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Affects Versions | 4.14 |
Target Fix | 4.15 |
Created | Oct 14, 2016 |
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Resolved | Jan 23, 2017 |
Updated | Apr 27, 2018 |