User comment in crash group:
678 // Make sure out LastLOD is > of MinStreamedLOD otherwise we would not be using the right LOD->MIP, the only drawback is a possible minor memory usage for overallocating static mesh element batch 679 ***** const int32 MinStreamedLOD = HeightmapTexture ? FMath::Min<int32>(((FTexture2DResource*)HeightmapTexture->Resource)->GetCurrentFirstMip(), FMath::CeilLogTwo(SubsectionSizeVerts) - 1) : 0; 680 LastLOD = FMath::Max(MinStreamedLOD, LastLOD); 681 682 ForcedLOD = ForcedLOD != INDEX_NONE ? FMath::Clamp<int32>(ForcedLOD, FirstLOD, LastLOD) : ForcedLOD; 683 LODBias = FMath::Clamp<int8>(LODBias, -MaxLOD, MaxLOD); 684 685 int8 LocalLODBias = LODBias + (int8)GLandscapeMeshLODBias; 686 MinValidLOD = FMath::Clamp<int8>(LocalLODBias, -MaxLOD, MaxLOD); 687 MaxValidLOD = FMath::Min<int32>(MaxLOD, MaxLOD + LocalLODBias);
No known steps to reproduce
Access violation - code c0000005 (first/second chance not available) UE4Editor_Landscape!FLandscapeComponentSceneProxy::FLandscapeComponentSceneProxy() [landscaperender.cpp:680] UE4Editor_Landscape!ULandscapeComponent::CreateSceneProxy() [landscape.cpp:1013] UE4Editor_Renderer!FScene::AddPrimitive() [rendererscene.cpp:847] UE4Editor_Engine!UPrimitiveComponent::CreateRenderState_Concurrent() [primitivecomponent.cpp:438] UE4Editor_Landscape!ULandscapeComponent::UpdateMaterialInstances() [landscapeedit.cpp:323] UE4Editor_LandscapeEditor!ALandscape::SplitHeightmap() [landscapeedmode.cpp:137] UE4Editor_LandscapeEditor!FEdModeLandscape::DeleteLandscapeComponents() [landscapeedmode.cpp:3212] UE4Editor_LandscapeEditor!FLandscapeToolStrokeDeleteComponent::Apply() [landscapeedmodecomponenttools.cpp:1098] UE4Editor_LandscapeEditor!FLandscapeToolBase<FLandscapeToolStrokeDeleteComponent>::BeginTool() [landscapeedmodetools.h:1342] UE4Editor_LandscapeEditor!FEdModeLandscape::InputKey() [landscapeedmode.cpp:1455] UE4Editor_UnrealEd!FEditorModeTools::InputKey() [editormodemanager.cpp:751] UE4Editor_UnrealEd!FEditorViewportClient::InputKey() [editorviewportclient.cpp:2452] UE4Editor_UnrealEd!FLevelEditorViewportClient::InputKey() [leveleditorviewport.cpp:2585] UE4Editor_Engine!FSceneViewport::OnMouseButtonDown() [sceneviewport.cpp:492] UE4Editor_Slate!SViewport::OnMouseButtonDown() [sviewport.cpp:197] UE4Editor_Slate!<lambda_7097b900f0e4be30d80fb18f98c51ea0>::operator() [slateapplication.cpp:5348] UE4Editor_Slate!FEventRouter::Route<FReply,FEventRouter::FBubblePolicy,FPointerEvent,<lambda_7097b900f0e4be30d80fb18f98c51ea0> >() [slateapplication.cpp:266] UE4Editor_Slate!FSlateApplication::RoutePointerDownEvent() [slateapplication.cpp:5337] UE4Editor_Slate!FSlateApplication::ProcessMouseButtonDownEvent() [slateapplication.cpp:5290] UE4Editor_Slate!FSlateApplication::OnMouseDown() [slateapplication.cpp:5208] UE4Editor_ApplicationCore!FWindowsApplication::ProcessDeferredMessage() [windowsapplication.cpp:1734] UE4Editor_ApplicationCore!FWindowsApplication::DeferMessage() [windowsapplication.cpp:2172] UE4Editor_ApplicationCore!FWindowsApplication::ProcessMessage() [windowsapplication.cpp:889] UE4Editor_ApplicationCore!FWindowsApplication::AppWndProc() [windowsapplication.cpp:726] user32!UserCallWinProcCheckWow() user32!DispatchMessageWorker() UE4Editor_ApplicationCore!FWindowsPlatformApplicationMisc::PumpMessages() [windowsplatformapplicationmisc.cpp:129] UE4Editor!FEngineLoop::Tick() [launchengineloop.cpp:3263] 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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0 |
Component | UE - LD & Modeling - Terrain - Landscape |
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Affects Versions | 4.19 |
Target Fix | 4.19.2 |
Fix Commit | 4005026 |
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Created | Apr 11, 2018 |
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Resolved | Apr 16, 2018 |
Updated | May 4, 2018 |