This is a common crash affecting users in 4.16. Unfortunately they have not provided any additional details.
Source Context
3684 // Remove null layer infos 3685 EditorLayerSettings.RemoveAll([](const FLandscapeEditorLayerSettings& Entry) { return Entry.LayerInfoObj == nullptr; }); 3686 3687 ULandscapeInfo* Info = GetLandscapeInfo(); 3688 bool bRemovedAnyLayers = false; 3689 for (ULandscapeComponent* Component : LandscapeComponents) 3690 { 3691 ***** int32 NumNullLayers = Algo::CountIf(Component->WeightmapLayerAllocations, [](const FWeightmapLayerAllocationInfo& Allocation) { return Allocation.LayerInfo == nullptr; }); 3692 if (NumNullLayers > 0) 3693 { 3694 FLandscapeEditDataInterface LandscapeEdit(Info); 3695 for (int32 i = 0; i < NumNullLayers; ++i) 3696 { 3697 // DeleteLayer doesn't expect duplicates, so we need to call it once for each null 3698 Component->DeleteLayer(nullptr, LandscapeEdit); 3699 } 3700 bRemovedAnyLayers = true; 3701 } 3702 }
repro steps currently unknown
callstack indicates something was being force-deleted.
Access violation - code c0000005 (first/second chance not available) UE4Editor_Landscape!ALandscapeProxy::PostEditChangeProperty() [landscapeedit.cpp:3692] UE4Editor_Landscape!ALandscape::PostEditChangeProperty() [landscapeedit.cpp:3851] UE4Editor_UnrealEd!ObjectTools::ForceReplaceReferences() [objecttools.cpp:774] UE4Editor_UnrealEd!ObjectTools::ForceDeleteObjects() [objecttools.cpp:2295] UE4Editor_UnrealEd!FAssetDeleteModel::DoForceDelete() [assetdeletemodel.cpp:316] UE4Editor_UnrealEd!SDeleteAssetsDialog::ForceDelete() [sdeleteassetsdialog.cpp:717] UE4Editor_UnrealEd!TMemberFunctionCaller<SDeleteAssetsDialog,FReply() [delegateinstanceinterface.h:165] UE4Editor_UnrealEd!UE4Tuple_Private::TTupleImpl<TIntegerSequence<unsigned int> >::ApplyAfter<TMemberFunctionCaller<SDeleteAssetsDialog,FReply() [tuple.h:497] UE4Editor_UnrealEd!TBaseSPMethodDelegateInstance<0,SDeleteAssetsDialog,0,FReply __cdecl() [delegateinstancesimpl.h:327] UE4Editor_Slate!TBaseDelegate<FReply>::Execute() [delegatesignatureimpl.inl:537] UE4Editor_Slate!SButton::OnMouseButtonUp() [sbutton.cpp:278] UE4Editor_Slate!<lambda_8d0e9a1da76abd0a756a3a9d775f5ed1>::operator() [slateapplication.cpp:5049] UE4Editor_Slate!FEventRouter::Route<FReply,FEventRouter::FToLeafmostPolicy,FPointerEvent,<lambda_8d0e9a1da76abd0a756a3a9d775f5ed1> >() [slateapplication.cpp:239] UE4Editor_Slate!FSlateApplication::RoutePointerUpEvent() [slateapplication.cpp:5038] UE4Editor_Slate!FSlateApplication::ProcessMouseButtonUpEvent() [slateapplication.cpp:5515] UE4Editor_Slate!FSlateApplication::OnMouseUp() [slateapplication.cpp:5495] UE4Editor_Core!FWindowsApplication::ProcessDeferredMessage() [windowsapplication.cpp:1704] UE4Editor_Core!FWindowsApplication::DeferMessage() [windowsapplication.cpp:2127] UE4Editor_Core!FWindowsApplication::ProcessMessage() [windowsapplication.cpp:867] UE4Editor_Core!FWindowsApplication::AppWndProc() [windowsapplication.cpp:714] user32!UserCallWinProcCheckWow() user32!DispatchMessageWorker() UE4Editor_Core!FWindowsApplication::PumpMessages() [windowsapplication.cpp:2139] UE4Editor_Slate!FSlateApplication::TickPlatform() [slateapplication.cpp:1570] UE4Editor_Slate!FSlateApplication::AddModalWindow() [slateapplication.cpp:2048] UE4Editor_UnrealEd!UEditorEngine::EditorAddModalWindow() [editorengine.cpp:3820] UE4Editor_UnrealEd!ObjectTools::DeleteObjects() [objecttools.cpp:1827] UE4Editor_UnrealEd!ObjectTools::DeleteAssets() [objecttools.cpp:1734] UE4Editor_ContentBrowser!FAssetContextMenu::ExecuteDelete() [assetcontextmenu.cpp:1816] UE4Editor_ContentBrowser!SContentBrowser::HandleDeleteCommandExecute() [scontentbrowser.cpp:2082] UE4Editor_ContentBrowser!TBaseSPMethodDelegateInstance<0,SContentBrowser,0,TTypeWrapper<void> __cdecl() [delegateinstancesimpl.h:327] UE4Editor_ContentBrowser!TBaseSPMethodDelegateInstance<0,SContentBrowser,0,void __cdecl() [delegateinstancesimpl.h:434] UE4Editor_Slate!FUICommandList::ConditionalProcessCommandBindings() [uicommandlist.cpp:216] UE4Editor_Slate!FUICommandList::ProcessCommandBindings() [uicommandlist.cpp:160] UE4Editor_ContentBrowser!SContentBrowser::OnKeyDown() [scontentbrowser.cpp:1028] UE4Editor_Slate!<lambda_2afcd964c763e269e2d1a63f3a72f846>::operator() [slateapplication.cpp:4630] UE4Editor_Slate!FEventRouter::Route<FReply,FEventRouter::FBubblePolicy,FKeyEvent,<lambda_2afcd964c763e269e2d1a63f3a72f846> >() [slateapplication.cpp:239] UE4Editor_Slate!FEventRouter::RouteAlongFocusPath<FEventRouter::FBubblePolicy,<lambda_2afcd964c763e269e2d1a63f3a72f846>,FKeyEvent>() [slateapplication.cpp:221] UE4Editor_Slate!FSlateApplication::ProcessKeyDownEvent() [slateapplication.cpp:4628] UE4Editor_Slate!FSlateApplication::OnKeyDown() [slateapplication.cpp:4541] UE4Editor_Core!FWindowsApplication::ProcessDeferredMessage() [windowsapplication.cpp:1539] UE4Editor_Core!FWindowsApplication::DeferMessage() [windowsapplication.cpp:2127] UE4Editor_Core!FWindowsApplication::ProcessMessage() [windowsapplication.cpp:867] UE4Editor_Core!FWindowsApplication::AppWndProc() [windowsapplication.cpp:714] user32!UserCallWinProcCheckWow() user32!DispatchMessageWorker() UE4Editor_Core!FWindowsPlatformMisc::PumpMessages() [windowsplatformmisc.cpp:1009] UE4Editor!FEngineLoop::Tick() [launchengineloop.cpp:3058] UE4Editor!GuardedMain() [launch.cpp:166] UE4Editor!GuardedMainWrapper() [launchwindows.cpp:134] UE4Editor!WinMain() [launchwindows.cpp:210] UE4Editor!__scrt_common_main_seh() [exe_common.inl:253] kernel32!BaseThreadInitThunk() ntdll!RtlUserThreadStart()
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There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-47478 in the post.
0 |
Component | UE - LD & Modeling - Terrain - Landscape |
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Affects Versions | 4.16 |
Target Fix | 4.17 |
Created | Jul 19, 2017 |
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Resolved | Jul 20, 2017 |
Updated | Apr 27, 2018 |