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:

34       void FRendererModule::InitializeSystemTextures(FRHICommandListImmediate& RHICmdList)
   35       {
   36       GSystemTextures.InitializeTextures(RHICmdList, GMaxRHIFeatureLevel);
   37       }
   38       
   39       void FRendererModule::DrawTileMesh(FRHICommandListImmediate& RHICmdList, const FSceneView& SceneView, const FMeshBatch& Mesh, bool bIsHitTesting, const FHitProxyId& HitProxyId)
   40       {
   41       // Create an FViewInfo so we can initialize its RHI resources
   42       //@todo - reuse this view for multiple tiles, this is going to be slow for each tile
   43       FViewInfo View(&SceneView);
   44       View.InitRHIResources(nullptr);
   45       
   46       const auto FeatureLevel = View.GetFeatureLevel();
   47       
   48 ***** const FMaterial* Material = Mesh.MaterialRenderProxy->GetMaterial(FeatureLevel);
   49       
   50       //get the blend mode of the material
   51       const EBlendMode MaterialBlendMode = Material->GetBlendMode();
   52       
   53       if (!GUsingNullRHI)
   54       {
   55       // handle translucent material blend modes
   56       if (IsTranslucentBlendMode(MaterialBlendMode))
   57       {
   58       if (FeatureLevel >= ERHIFeatureLevel::SM4)
   59       {
   60       FTranslucencyDrawingPolicyFactory::DrawDynamicMesh(RHICmdList, View, FTranslucencyDrawingPolicyFactory::ContextType(nullptr, TPT_NonSeparateTransluceny, true), Mesh, false, false, NULL, HitProxyId);
   61       }
   62       else
   63       {

Most recent user affected CL: 3249277

Logs:
[Link Removed]
[Link Removed]
[Link Removed]
[Link Removed]

Issue call stack shares some similarities with UE-24871


CrashReporter User Descriptions:

  • Was modifying the texture sample in a Material Function that I use for landscape textures.
    Previously had set two textures that are used in the Material Function to maximum size of 1024. Textures are 2048 in size.
  • In material editor.. again..
  • Clicked "Hide other developer's assets while editing a texture in a material.
  • typing "stars" into search for image in the skybox image blueprint, in the texture object part
  • *It's a clean project for google cardboard set up following the steps from epic oficial website.
    When the engine crashes, I'm adding a texture2dparameter to a newly created material, right at the moment when I click don't show engine content so I can see only my textures, the engine crashes.
  • Se cerro el unreal engine luego de buscar unas texturas en la lista de las que vienen incluidas en el motor.
  • tried to assign a texture
  • 1. Enable Show Engine Content
    2. Set Engine Content's Black texture to Material Parameter
    3. Disable Show Engine Content
  • Had Material Editor open, opened a texture browser and selected to show the Engine Assets.
  • selecting texture in material editor.
  • Crash constantly occurs in material editor when you choose "Show Engine Content" in texture sample chooser
Steps to Reproduce
  1. Create a new blank project
  2. Create a new material and open
  3. Add a texture sampler and click on the drop down to select a texture
  4. Click "view options"
  5. Check "show engine content"
  6. Select a texture from the list
  7. Disable "Show engine content"

RESULT
Crash after unchecking "Show engine content"

EXPECTED
The engine content isn't shown on the drop down list of textures.

Callstack
UE4Editor_Renderer!FRendererModule::DrawTileMesh() [renderer.cpp:51]
UE4Editor_Engine!FTileRenderer::DrawTile() [tilerendering.cpp:190]
UE4Editor_Engine!FCanvasTileRendererItem::Render_RenderThread() [tilerendering.cpp:256]
UE4Editor_Engine!FCanvas::Flush_RenderThread() [canvas.cpp:681]
UE4Editor_GraphEditor!FPreviewElement::DrawRenderThread() [sgraphnodematerialbase.cpp:207]
UE4Editor_SlateRHIRenderer!FSlateRHIRenderingPolicy::DrawElements() [slaterhirenderingpolicy.cpp:577]
UE4Editor_SlateRHIRenderer!FSlateRHIRenderer::DrawWindow_RenderThread() [slaterhirenderer.cpp:467]
UE4Editor_SlateRHIRenderer!TGraphTask<`FSlateRHIRenderer::DrawWindows_Private'::`35'::EURCMacro_SlateDrawWindowsCommand>::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]

Have Comments or More Details?

There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-40556 in the post.

0
Login to Vote

Fixed
ComponentUE - Rendering Architecture - Materials
Affects Versions4.144.15
Target Fix4.16
Fix Commit3356916
Main Commit3379345
CreatedJan 12, 2017
ResolvedMar 21, 2017
UpdatedNov 2, 2021
View Jira Issue