Changing the Max LODLevel on a landscape causes a crash in content examples.
1. Load Content Examples, open Landscapes level
2. Select a landscape
3. Set LOD / Max LODLevel to 0
4. Save level (crash may start here)
5. Exit UE4 editor
6. Start UE4 editor, load Content Examples, open Landscapes level again
Result: Editor crashes when trying to load the landscapes level after changing Max LODLevel
LoginId:2425c04a4245ea67c3691fbe9144aff0 EpicAccountId:6b50d04f360f4c7587a1171ba17d6a2a Assertion failed: LODScreenRatioSquared.IsValidIndex(InSelectedLODIndex) [File:D:\Build\++UE4+Release-4.19+Compile\Sync\Engine\Source\Runtime\Landscape\Private\LandscapeRender.cpp] [Line: 1698] UE4Editor_Core!FDebug::AssertFailed() [d:\build\++ue4+release-4.19+compile\sync\engine\source\runtime\core\private\misc\assertionmacros.cpp:419] UE4Editor_Landscape!FLandscapeComponentSceneProxy::CalculateLODFromScreenSize() [d:\build\++ue4+release-4.19+compile\sync\engine\source\runtime\landscape\private\landscaperender.cpp:1522] UE4Editor_Landscape!FLandscapeComponentSceneProxy::CalculateBatchElementLOD() [d:\build\++ue4+release-4.19+compile\sync\engine\source\runtime\landscape\private\landscaperender.cpp:1673] UE4Editor_Landscape!FLandscapeComponentSceneProxy::InitViewCustomData() [d:\build\++ue4+release-4.19+compile\sync\engine\source\runtime\landscape\private\landscaperender.cpp:1777] UE4Editor_Renderer!FRelevancePacket::MarkRelevant() [d:\build\++ue4+release-4.19+compile\sync\engine\source\runtime\renderer\private\scenevisibility.cpp:1726] UE4Editor_Renderer!ParallelFor() [d:\build\++ue4+release-4.19+compile\sync\engine\source\runtime\core\public\async\parallelfor.h:174] UE4Editor_Renderer!ComputeAndMarkRelevanceForViewParallel() [d:\build\++ue4+release-4.19+compile\sync\engine\source\runtime\renderer\private\scenevisibility.cpp:1958] UE4Editor_Renderer!FSceneRenderer::ComputeViewVisibility() [d:\build\++ue4+release-4.19+compile\sync\engine\source\runtime\renderer\private\scenevisibility.cpp:2808] UE4Editor_Renderer!FDeferredShadingSceneRenderer::InitViews() [d:\build\++ue4+release-4.19+compile\sync\engine\source\runtime\renderer\private\scenevisibility.cpp:3067] UE4Editor_Renderer!FDeferredShadingSceneRenderer::Render() [d:\build\++ue4+release-4.19+compile\sync\engine\source\runtime\renderer\private\deferredshadingrenderer.cpp:593] UE4Editor_Renderer!RenderViewFamily_RenderThread() [d:\build\++ue4+release-4.19+compile\sync\engine\source\runtime\renderer\private\scenerendering.cpp:2749] UE4Editor_Renderer!TGraphTask<`FRendererModule::BeginRenderingViewFamily'::`33'::EURCMacro_FDrawSceneCommand>::ExecuteTask() [d:\build\++ue4+release-4.19+compile\sync\engine\source\runtime\core\public\async\taskgraphinterfaces.h:829] UE4Editor_Core!FNamedTaskThread::ProcessTasksNamedThread() [d:\build\++ue4+release-4.19+compile\sync\engine\source\runtime\core\private\async\taskgraph.cpp:665] UE4Editor_Core!FNamedTaskThread::ProcessTasksUntilQuit() [d:\build\++ue4+release-4.19+compile\sync\engine\source\runtime\core\private\async\taskgraph.cpp:574] UE4Editor_RenderCore!RenderingThreadMain() [d:\build\++ue4+release-4.19+compile\sync\engine\source\runtime\rendercore\private\renderingthread.cpp:331] UE4Editor_RenderCore!FRenderingThread::Run() [d:\build\++ue4+release-4.19+compile\sync\engine\source\runtime\rendercore\private\renderingthread.cpp:465] UE4Editor_Core!FRunnableThreadWin::Run() [d:\build\++ue4+release-4.19+compile\sync\engine\source\runtime\core\private\windows\windowsrunnablethread.cpp:76]
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There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-57276 in the post.
2 |
Component | UE - LD & Modeling - Terrain - Landscape |
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Affects Versions | 4.19, 4.20 |
Target Fix | 4.19.2 |
Fix Commit | 4003358 |
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Created | Apr 4, 2018 |
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Resolved | Apr 13, 2018 |
Updated | Jun 18, 2018 |