Description

No user comments on crash group

Steps to Reproduce
  1. Run QAGame
  2. Disable generate mesh distance fields both in project and in SpeedTree_Test asset for faster iteration
  3. Open asset SpeedTree_Test
  4. Set the number of lods to 2
  5. Change LOD Picker LOD to LOD2
  6. Expand "Reduction Settings"
  7. Change "Percent triangles" to different values and press "Apply Changes"
  8. After few retries of step 6 (with different "Percent Triangles" values) it will crash
Callstack
Access violation - code c0000005 (first/second chance not available)

UE4Editor_Engine!FStaticMeshSceneProxy::RemoveSpeedTreeWind() [staticmeshrender.cpp:262]
UE4Editor_Engine!FStaticMeshSceneProxy::~FStaticMeshSceneProxy() [staticmeshrender.cpp:241]
UE4Editor_Engine!FStaticMeshSceneProxy::`vector deleting destructor'()
UE4Editor_Renderer!FScene::RemovePrimitiveSceneInfo_RenderThread() [rendererscene.cpp:1226]
UE4Editor_Renderer!`FScene::RemovePrimitive'::`5'::EURCMacro_FRemovePrimitiveCommand::DoTask() [rendererscene.cpp:1243]
UE4Editor_Renderer!TGraphTask<`FScene::RemovePrimitive'::`5'::EURCMacro_FRemovePrimitiveCommand>::ExecuteTask() [taskgraphinterfaces.h:829]
UE4Editor_Core!FNamedTaskThread::ProcessTasksNamedThread() [taskgraph.cpp:665]
UE4Editor_Core!FNamedTaskThread::ProcessTasksUntilQuit() [taskgraph.cpp:574]
UE4Editor_RenderCore!RenderingThreadMain() [renderingthread.cpp:331]
UE4Editor_RenderCore!FRenderingThread::Run() [renderingthread.cpp:465]
UE4Editor_Core!FRunnableThreadWin::Run() [windowsrunnablethread.cpp:76]

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Fixed
ComponentUE - Graphics Features
Affects Versions4.24
Target Fix4.24
Fix Commit10318211
Main Commit10318212
Release Commit10318211
CreatedJan 26, 2018
ResolvedNov 20, 2019
UpdatedJan 25, 2021
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