If a sub-level is set as a Lighting Scenario in the Levels tab, calling Unload Stream Level will cause standalone / packaged games to crash.
Regression: No - Lighting Scenario not available before 4.14
Result:
Standalone window crashes with provided callstack
Expected:
The levels are unloaded / loaded based on blueprint setup
MachineId:7156C35640F86204E61B8383F45DEE17 EpicAccountId:e8c7fa630b6440f69a25a2c64d6c482c Access violation - code c0000005 (first/second chance not available) UE4Editor_Engine!TOctree<TVolumeLightingSample<3>,FLightVolumeOctreeSemantics>::TConstElementBoxIterator<TInlineAllocator<99,FDefaultAllocator> >::ProcessChildren() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\engine\public\genericoctree.h:613] UE4Editor_Engine!FPrecomputedLightVolume::InterpolateIncidentRadiancePoint() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\engine\private\precomputedlightvolume.cpp:436] UE4Editor_Renderer!FIndirectLightingCache::InterpolatePoint() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\renderer\private\indirectlightingcache.cpp:915] UE4Editor_Renderer!FIndirectLightingCache::UpdateBlock() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\renderer\private\indirectlightingcache.cpp:788] UE4Editor_Renderer!FIndirectLightingCache::UpdateBlocks() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\renderer\private\indirectlightingcache.cpp:725] UE4Editor_Renderer!FIndirectLightingCache::FinalizeUpdateInternal_RenderThread() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\renderer\private\indirectlightingcache.cpp:561] UE4Editor_Renderer!FIndirectLightingCache::UpdateCache() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\renderer\private\indirectlightingcache.cpp:441] UE4Editor_Renderer!FSceneRenderer::PostVisibilityFrameSetup() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\renderer\private\scenevisibility.cpp:2633] UE4Editor_Renderer!FDeferredShadingSceneRenderer::InitViews() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\renderer\private\scenevisibility.cpp:2826] UE4Editor_Renderer!FDeferredShadingSceneRenderer::Render() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\renderer\private\deferredshadingrenderer.cpp:571] UE4Editor_Renderer!RenderViewFamily_RenderThread() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\renderer\private\scenerendering.cpp:1633] UE4Editor_Renderer!TGraphTask<`FRendererModule::BeginRenderingViewFamily'::`21'::EURCMacro_FDrawSceneCommand>::ExecuteTask() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\core\public\async\taskgraphinterfaces.h:868] UE4Editor_Core!FNamedTaskThread::ProcessTasksNamedThread() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\core\private\async\taskgraph.cpp:932] UE4Editor_Core!FNamedTaskThread::ProcessTasksUntilQuit() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\core\private\async\taskgraph.cpp:679] UE4Editor_RenderCore!RenderingThreadMain() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\rendercore\private\renderingthread.cpp:320] UE4Editor_RenderCore!FRenderingThread::Run() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\rendercore\private\renderingthread.cpp:454] UE4Editor_Core!FRunnableThreadWin::Run() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\core\private\windows\windowsrunnablethread.cpp:74]
Head over to the existing Questions & Answers thread and let us know what's up.
8 |
Component | UE - Graphics Features |
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Affects Versions | 4.14 |
Target Fix | 4.15 |
Created | Nov 16, 2016 |
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Resolved | Dec 3, 2016 |
Updated | Apr 27, 2018 |