A FRenderResource was deleted without being released first!
I've been working on a map for Unreal Tournament, CTF-Elemental, and I'm running into this error/crash after attempting to build lighting (of any quality). The lighting build will complete (100%), but during it's final processing stages, the editor crashes with the following error:
This project incorporates the Elemental demo assets provided by Epic, and I have done a fair amount of deleting and modifying of those assets, which included removing a number of tracks from the level's main Matinee. My assumption was that I simply deleted something I shouldn't have, so today I actually started over fresh with clean downloads of all assets & engines, but to no avail.
I have attempted to build lighting for this level in the following engine versions, receiving the same crash each time:
However, I do have a similar (older) build of this level in a non-UT version of the 4.6.0 engine. Building lighting in the non-UT version always succeeds, and the editor does not crash.
Knowing that I had a known good version, I migrated the level and it's contents into a new UT project, and then attempted to rebuild lighting. Once it was in a UT version of the editor, building lighting would once again cause a crash with an FRenderResource error.
That's an incredibly cryptic error, and doesn't give me a lot to go on. I've written no custom C++ code for this project, and custom blueprints have been kept to a minimum. I assume I need to null out a reference somewhere, but I have no clue where to begin searching for it.
Again, this crash seems to only occur after building lighting, and only in a UT-ready version of the editor. I've never experienced a crash with this error in any other situation.
Any thoughts? Some help here would be hot, I'd love to get this map into player's hands asap!
asked Dec 25 '14 at 03:48 AM in Rendering
This is now fixed
Change 2541394 by Daniel.Wright@DWRIGHT-G5038-UE4_CODE2 on 2015/05/07 14:39:22 Fix for crash importing lighting with static meshes with LODs that have been vertex painted
answered May 07 '15 at 06:45 PM
I seem to have solved this issue, and of course it was totally my error.
One of the objects I had modified, a rock, had originally used multiple LODs. I had modified the static mesh to utilize only a single LOD in the editor, and this is what caused the FRenderResource crash. It was apparently still expecting to see multiple LODs.
I reverted to the original version of the static mesh, and was able to build lighting successfully without crashing. To keep the mesh as a single LOD, I was forced to export it from the editor, import it into Maya, remove the offending LODs, and export back out the FBX.
After that, I've got the mesh as a single LOD and everything builds just fine.
answered Jan 01 '15 at 01:28 AM
Follow this question
Once you sign in you will be able to subscribe for any updates here