This Jira is a continuation of [Link Removed]. This is the same callstack which users are submitting, however the other Jira eventually got specific repro steps which were verified fixed in 4.17.0. However, users are still experiencing this crash in 4.17.2.
User Descriptions
Source Context
608 { 609 // Add the child nodes that intersect the bounding box to the node iterator's stack. 610 const FNode& CurrentNode = NodeIt.GetCurrentNode(); 611 const FOctreeNodeContext& Context = NodeIt.GetCurrentContext(); 612 const FOctreeChildNodeSubset IntersectingChildSubset = Context.GetIntersectingChildren(IteratorBounds); 613 FOREACH_OCTREE_CHILD_NODE(ChildRef) 614 { 615 ***** if(IntersectingChildSubset.Contains(ChildRef) && CurrentNode.HasChild(ChildRef)) 616 { 617 NodeIt.PushChild(ChildRef); 618 } 619 } 620 }
repro steps currently unknown
Access violation - code c0000005 (first/second chance not available) UE4Editor_Engine!TOctree<TVolumeLightingSample<3>,FLightVolumeOctreeSemantics>::TConstElementBoxIterator<TInlineAllocator<99,FDefaultAllocator> > genericoctree.h:616 UE4Editor_Engine!FPrecomputedLightVolume::InterpolateIncidentRadiancePoint() precomputedlightvolume.cpp:454 UE4Editor_Renderer!FIndirectLightingCache::InterpolatePoint() indirectlightingcache.cpp:941 UE4Editor_Renderer!FIndirectLightingCache::UpdateBlock() indirectlightingcache.cpp:814 UE4Editor_Renderer!FIndirectLightingCache::UpdateBlocks() indirectlightingcache.cpp:730 UE4Editor_Renderer!FIndirectLightingCache::FinalizeUpdateInternal_RenderThread() indirectlightingcache.cpp:563 UE4Editor_Renderer!FIndirectLightingCache::UpdateCache() indirectlightingcache.cpp:450 UE4Editor_Renderer!FSceneRenderer::PostVisibilityFrameSetup() scenevisibility.cpp:2684 UE4Editor_Renderer!FDeferredShadingSceneRenderer::InitViews() scenevisibility.cpp:2877 UE4Editor_Renderer!FDeferredShadingSceneRenderer::Render() deferredshadingrenderer.cpp:577 UE4Editor_Renderer!RenderViewFamily_RenderThread() scenerendering.cpp:1821 UE4Editor_Renderer!TGraphTask<`FRendererModule::BeginRenderingViewFamily'::`26'::EURCMacro_FDrawSceneCommand>::ExecuteTask() taskgraphinterfaces.h:883 UE4Editor_Core!FNamedTaskThread::ProcessTasksNamedThread() taskgraph.cpp:954 UE4Editor_Core!FNamedTaskThread::ProcessTasksUntilQuit() taskgraph.cpp:701 UE4Editor_RenderCore!RenderingThreadMain() renderingthread.cpp:327 UE4Editor_RenderCore!FRenderingThread::Run() renderingthread.cpp:461 UE4Editor_Core!FRunnableThreadWin::Run() windowsrunnablethread.cpp:76
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-50858 in the post.