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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:

A FRenderResource was deleted without being released first!

alt text

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:

  • 4.6.0 binary

  • 4.6.0 github source

  • 4.6.1 binary

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!

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asked Dec 25 '14 at 03:48 AM in Rendering

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Soverance
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2 answers: sort voted first

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

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answered May 07 '15 at 06:45 PM

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DanielW STAFF
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avatar image Soverance May 07 '15 at 06:56 PM

Awesome, thanks so much for the effort!

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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.

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answered Jan 01 '15 at 01:28 AM

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Soverance
143 7 9 12

avatar image zhazhiji Mar 11 '15 at 07:20 AM

how can you find out the problem was caused by which buleprint?

avatar image Soverance Apr 30 '15 at 01:12 PM

I only knew which asset was causing the problem because it was the only asset I had modified before receiving the error. Sorry that's not super helpful :/

avatar image Alex Fox Apr 29 '15 at 08:26 PM

Hi

I have the same problem. Look:

Fatal error: [File:D:\BuildFarm\buildmachine_++depot+UE4-Releases+4.7\Engine\Source\Runtime\RenderCore\Private\RenderResource.cpp] [Line: 118] A FRenderResource was deleted without being released first!

I deleted LODs and try to render my projects. Nothing changed... I have still this error. Maybe you have idea how to fix this problem?

avatar image Soverance Apr 30 '15 at 01:15 PM

The problem states that you have deleted something that the build machine is expecting to see. If your problem is the same as mine, it's likely that you deleted LODs while inside the Unreal editor.

If so, what you should do is revert those assets back to their original state, restoring their LODs. You should then be able to build, error free. If you still need the LODs removed, you must export them into an external 3D modeling software and remove the LODs in there. Export them as FBX, and reimport them into UE4.

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