[4.7.3] Engine Crash when selecting landscape

Hello,

We are having a problem where the engine crashes when selecting the landscape within our level and then switching into landscape mode. This problem did not occur before and we’re not sure, but we suspect it started occurring since the 4.7.3 update.

Here’s the crash report:

MachineId:8C8FFAF747A2E19CFA29A39A0F031AC2
EpicAccountId:987138ae824d4418bed96eed643a988d

Integer divide-by-zero - code c0000094 (first/second chance not available)

UE4Editor_Landscape!ULandscapeInfo::GetLandscapeCenterPos() + 828 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\landscape\private\landscapeedit.cpp:2494]
UE4Editor_Landscape!ALandscapeGizmoActiveActor::SetTargetLandscape() + 504 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\landscape\private\landscapegizmoactor.cpp:650]
UE4Editor_LandscapeEditor!FEdModeLandscape::UpdateLandscapeList() + 936 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\editor\landscapeeditor\private\landscapeedmode.cpp:1668]
UE4Editor_LandscapeEditor!FEdModeLandscape::Enter() + 1024 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\editor\landscapeeditor\private\landscapeedmode.cpp:318]
UE4Editor_UnrealEd!FEditorModeTools::ActivateMode() + 1281 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\editor\unrealed\private\editormodemanager.cpp:342]
UE4Editor_LevelEditor!SLevelEditor::ToggleEditorMode() + 75 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\editor\leveleditor\private\sleveleditor.cpp:1194]
UE4Editor_LevelEditor!TBaseStaticDelegateInstance<void __cdecl(void),FName>::ExecuteIfSafe() + 33 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\core\public\delegates\delegateinstancesimpl_variadics.inl:921]
UE4Editor_Slate!FUICommandList::ExecuteAction() + 134 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\slate\private\framework\commands\uicommandlist.cpp:73]
UE4Editor_Slate!SToolBarButtonBlock::OnClicked() + 301 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\slate\private\framework\multibox\stoolbarbuttonblock.cpp:296]
UE4Editor_Slate!SToolBarButtonBlock::OnCheckStateChanged() + 35 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\slate\private\framework\multibox\stoolbarbuttonblock.cpp:322]
UE4Editor_Slate!TBaseSPMethodDelegateInstance<0,SToolBarButtonBlock,0,TTypeWrapper<void> __cdecl(enum ECheckBoxState)>::Execute() + 77 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\core\public\delegates\delegateinstancesimpl_variadics.inl:282]
UE4Editor_Slate!TBaseSPMethodDelegateInstance<0,SToolBarButtonBlock,0,void __cdecl(enum ECheckBoxState)>::ExecuteIfSafe() + 61 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\core\public\delegates\delegateinstancesimpl_variadics.inl:388]
UE4Editor_Slate!SCheckBox::ToggleCheckedState() + 396 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\slate\private\widgets\input\scheckbox.cpp:334]
UE4Editor_Slate!SCheckBox::OnMouseButtonUp() + 201 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\slate\private\widgets\input\scheckbox.cpp:232]
UE4Editor_Slate!<lambda_de96dc3471181973108233c6db1f9843>::operator()() + 188 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:3985]
UE4Editor_Slate!FEventRouter::Route<FReply,FEventRouter::FToLeafmostPolicy,FPointerEvent,<lambda_de96dc3471181973108233c6db1f9843> >() + 215 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:202]
UE4Editor_Slate!FSlateApplication::ProcessMouseButtonUpEvent() + 601 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:3988]
UE4Editor_Slate!FSlateApplication::OnMouseUp() + 294 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:3949]
UE4Editor_Core!FWindowsApplication::ProcessDeferredMessage() + 3573 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\core\private\windows\windowsapplication.cpp:1373]
UE4Editor_Core!FWindowsApplication::DeferMessage() + 318 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\core\private\windows\windowsapplication.cpp:1669]
UE4Editor_Core!FWindowsApplication::ProcessMessage() + 4016 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\core\private\windows\windowsapplication.cpp:742]
UE4Editor_Core!FWindowsApplication::AppWndProc() + 114 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\core\private\windows\windowsapplication.cpp:604]
user32 + 105425 bytes
user32 + 104666 bytes
UE4Editor_Core!FWindowsPlatformMisc::PumpMessages() + 118 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\core\private\windows\windowsplatformmisc.cpp:774]
UE4Editor!FEngineLoop::Tick() + 3737 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\launch\private\launchengineloop.cpp:2233]
UE4Editor!GuardedMain() + 1404 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\launch\private\launch.cpp:142]
UE4Editor!GuardedMainWrapper() + 26 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\launch\private\windows\launchwindows.cpp:126]
UE4Editor!WinMain() + 249 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\launch\private\windows\launchwindows.cpp:202]
UE4Editor!__tmainCRTStartup() + 329 bytes [f:\dd\vctools\crt\crtw32\dllstuff\crtexe.c:618]'

We will try and get a hold of 4.7.2 and see if the error persists in that version.

Tested it in 4.7.0 but the error persists. Don’t quite know what exactly happened to cause this, but can we get a work around to fix this without having to re-do all the landscape?

Hi ,

Can you post your crash logs here? They can be found at \Unreal Projects\PROJECTNAME\saved\logs. Additionally, does this occur in a blank project with no additional content or is it limited to a specific project?

It looks like at some point you have an integer being divided by zero, try pulling out everything except your maps from your content folder, then open the project and see if it is still crashing.

Hey ,

here’s the crash log: link text (too long to post as a comment)

We haven’t specifically tried replicating the error in a new project, however since we tried using the project on several PCs and the error persists I am pretty certain that this error is limited to this specific project.

We could open the project itself. It only crashed upon trying to edit the landscape. We can work around by deleting all the foliage and copy and pasting the landscape and it will work, however we’d have to repaint all the foliage of the level, which would set us back quite a few days. Is there any other work around?

Was the landscape a heightmap or created in editor.

Would you be willing to send me a copy of your project? I’d be happy to take a look and see what might be going on. You can pm me the project or a link to the project over the forums to protect your project.

Created in editor. We had the landscape ever since the start of our project a few months back. We did update unreal as we went along but didn’t encounter any problem with the landscape itself until now.

Sure, I’ll upload it to google drive. Thanks for your help so far :slight_smile:

Hi ,

I am marking this thread as answered for tracking purposes. The error, for those experiencing a similar error, is that you cannot use level streaming volumes to stream in and edit sublevels. You must either fully load the .umap using the levels window or open the .umap and make the edits there. If this crash occurs on the actual .umap, please comment and we will continue to