If you go into World settings, select Force No Precomputed Lighting, rebuild lighting to purge lightmaps, uncheck Force No Precomputed Lighting, save level, quit, reload project and try rebuilding lighting (using Build button), Editor crashes after lighting build is finished.
Working as expedcted n 4.21 CL# 4753647
Found in 4.22 CL# 4753647, 4.23 CL# 5223925
This is a regression.
Results:
Crash
Expected:
lighting to build and not crash
Assertion failed: !bSetupResourceClusters [File:D:\Build\++UE4\Sync\Engine\Source\Runtime\Engine\Private\MapBuildData.cpp] [Line: 459] UE4Editor_Core!FDebug::CheckVerifyFailedImpl() [d:\build\++ue4\sync\engine\source\runtime\core\private\misc\assertionmacros.cpp:418] UE4Editor_Engine!UMapBuildDataRegistry::AllocateMeshBuildData() [d:\build\++ue4\sync\engine\source\runtime\engine\private\mapbuilddata.cpp:459] UE4Editor_Engine!FStaticMeshStaticLightingTextureMapping::Apply() [d:\build\++ue4\sync\engine\source\runtime\engine\private\staticmeshlight.cpp:237] UE4Editor_UnrealEd!FLightmassProcessor::ProcessMapping() [d:\build\++ue4\sync\engine\source\editor\unrealed\private\lightmass\lightmass.cpp:4241] UE4Editor_UnrealEd!FLightmassProcessor::CompleteRun() [d:\build\++ue4\sync\engine\source\editor\unrealed\private\lightmass\lightmass.cpp:3357] UE4Editor_UnrealEd!FStaticLightingSystem::FinishLightmassProcess() [d:\build\++ue4\sync\engine\source\editor\unrealed\private\staticlightingsystem\staticlightingsystem.cpp:2159] UE4Editor_UnrealEd!FStaticLightingManager::ProcessLightingData() [d:\build\++ue4\sync\engine\source\editor\unrealed\private\staticlightingsystem\staticlightingsystem.cpp:166] UE4Editor_UnrealEd!FStaticLightingSystem::UpdateLightingBuild() [d:\build\++ue4\sync\engine\source\editor\unrealed\private\staticlightingsystem\staticlightingsystem.cpp:2305] UE4Editor_UnrealEd!FStaticLightingManager::UpdateBuildLighting() [d:\build\++ue4\sync\engine\source\editor\unrealed\private\staticlightingsystem\staticlightingsystem.cpp:344] UE4Editor_UnrealEd!UEditorEngine::UpdateBuildLighting() [d:\build\++ue4\sync\engine\source\editor\unrealed\private\staticlightingsystem\staticlightingsystem.cpp:2441] UE4Editor!FEngineLoop::Tick() [d:\build\++ue4\sync\engine\source\runtime\launch\private\launchengineloop.cpp:3954] UE4Editor!GuardedMain() [d:\build\++ue4\sync\engine\source\runtime\launch\private\launch.cpp:168] UE4Editor!GuardedMainWrapper() [d:\build\++ue4\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:145] UE4Editor!WinMain() [d:\build\++ue4\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:275] UE4Editor!__scrt_common_main_seh() [d:\agent\_work\3\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl:288] kernel32 ntdll
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There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-70720 in the post.
3 |
Component | UE - Graphics Features |
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Affects Versions | 4.22, 4.23 |
Target Fix | 4.22 |
Created | Feb 27, 2019 |
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Resolved | Feb 28, 2019 |
Updated | Mar 23, 2019 |