Compression texture bug

When selecting the compression settings in Normal map texture on it hangs engine.
4.7.3 version of the engine

Hey Othelnic -

Can you let me know what you are changing the Texture Compression settings to? Also can you let me know what you mean by “hang” does the engine complete stall and become non-functional to the point where you have to restart or does it momentarily freeze and recover eventually, and if it does recover can you let me know the time it takes to recover.

Thank You

Eric Ketchum

After loading Normal map texture, change the settings on NormalMap compression and lose the opportunity to work with only helps to restart your computer.
Conducted a test on 4.6, everything works perfectly

Hi -

Are you getting any error messages at all or is it just a freezer and you have to hard re-boot (pressing the reset button on your CPU)? So far I have not been able to reproduce this issue internally. Do you have the normal map you are trying to change applied to a lot of objects in your level or does this occur in a blank project on initial import of normal map?

Thank You

Eric Ketchum

Messages do not get, waiting for an hour also gives nothing.
This occurs in an empty draft, but not only with normal maps, but with any other texture.
The only action I can do after hovering, restart. And try not to change the texture compression settings. But this is not the solution.

Here dxdiag after reboot

Hi Othelnic -

Can you upload a copy of your DXDIAG from the machine that is causing this issue for you? Also are you using a Launcher version of the engine or Source version from GitHub?

Thank You

Eric Ketchum

Hi Othelnic -

Looking into your DXDIAG’s it appears that this could be a RAM based issue for you. Since you only have 4GB of Desktop RAM, which is 4GB less than the recommended amount of RAM needed for Development, I would recommend trying to increase the size of your Virtual Cache in Windows to allow more memory to be used by the engine. This will assume you have enough Hard Drive space to allow this to happen. It also will still not be as fast as it could with additional RAM.

Thank You

Eric Ketchum

How, then, explains the full functionality of this function in 4.6?!

Hi Othelnic -

I agree it is odd, but there were quite a bit of new items placed into 4.7 which might have caused in increase in the memory requirements you are experiencing. However, lets try a new method in identifying the exact crash error. I know you are not getting the Unreal Crash Reporter, but using Windows you are still getting a log of any errors. So, first make sure that you have experienced the crash within the last hour on your PC.

Next, Open Event Viewer, you can get to that from the Start Icon and run a search (You will need administrative access.)

Once Open Look in the Summary of Administrative Events section, should be in the center area on opening the program. In either Critical OR Error you should have a listing for something that occurred within the last hour. Expand the section (Critical or most probably Error) and look for the actual event ID which has an error listed for the last hour. If I had to guess it will be 1000 or 1002 though it may not be. Select the Event and press “View All Instances of This Event” from the Actions Sidebar on the right of the window.

You should now be taken to a listing of events each with an individual Time Stamp. Select the event whose time stamp corresponds to the engine crash. (As a bonus if you can remember when they happened, you can select multiple events by CTRL-Clicking) Now with the event(s) selected press the “Save Selected Events” from the Actions Sidebar.

Save the file to your desktop and make sure to include English (United States) with the file (you will get a option pop up in the process of saving. Zip the file up and upload a copy here. I will then look at debugging the crash directly.

Thank You

Eric Ketchum