Zoc
(Zoc)
May 11, 2015, 11:43pm
1
Hello,
Whenever you run:
UE4Editor.exe --diff "path\file1.uasset" "path\file2.uasset"
Two issues pop up:
First (minor): You need to select a project before you see the diff. Usually this causes the editor to load twice.
Second (crash): The editor crashes when you’re done seeing the files.
I thought it would be good to report on these issues.
I’m using the external diff to compare revisions on Tom Looman’s surival project/tutorial, so I’m using it quite often, and it’s a bit annoying the immense loading time and a crash later on
Thank you for your time and awesome work
lmm_loli
(lmm_loli)
May 12, 2015, 12:21pm
2
same problem
Access violation - code c0000005 (first/second chance not available)
UE4Editor_D3D11RHI!FD3D11DynamicRHI::RHIReadSurfaceData() + 91 bytes [c:\users\lmm\work\codebase\trunk\client\unrealengine\engine\source\runtime\windows\d3d11rhi\private\d3d11rendertarget.cpp:991]
UE4Editor_RHI!FRHICommandListImmediate::ReadSurfaceData() + 695 bytes [c:\users\lmm\work\codebase\trunk\client\unrealengine\engine\source\runtime\rhi\public\rhimethods.h:1248]
UE4Editor_Engine!TGraphTask<FRenderTarget::ReadPixels'::
5’::EURCMacro_ReadSurfaceCommand>::ExecuteTask() + 515 bytes [c:\users\lmm\work\codebase\trunk\client\unrealengine\engine\source\runtime\core\public\async\taskgraphinterfaces.h:669]
UE4Editor_Core!FTaskThread::ProcessTasks() + 3109 bytes [c:\users\lmm\work\codebase\trunk\client\unrealengine\engine\source\runtime\core\private\async\taskgraph.cpp:428]
UE4Editor_Core!FTaskThread::ProcessTasksUntilQuit() + 77 bytes [c:\users\lmm\work\codebase\trunk\client\unrealengine\engine\source\runtime\core\private\async\taskgraph.cpp:271]
UE4Editor_RenderCore!RenderingThreadMain() + 189 bytes [c:\users\lmm\work\codebase\trunk\client\unrealengine\engine\source\runtime\rendercore\private\renderingthread.cpp:282]
UE4Editor_RenderCore!FRenderingThread::Run() + 63 bytes [c:\users\lmm\work\codebase\trunk\client\unrealengine\engine\source\runtime\rendercore\private\renderingthread.cpp:385]
UE4Editor_Core!FRunnableThreadWin::Run() + 102 bytes [c:\users\lmm\work\codebase\trunk\client\unrealengine\engine\source\runtime\core\private\windows\windowsrunnablethread.cpp:73]
UE4Editor_Core!FRunnableThreadWin::GuardedRun() + 93 bytes [c:\users\lmm\work\codebase\trunk\client\unrealengine\engine\source\runtime\core\private\windows\windowsrunnablethread.cpp:26]
kernel32 + 88525 bytes
ntdll + 178321 bytes
Hey Guys,
It appears that this was fixed in 4.8. I’m going to mark this as resolved. If you encounter it again in our eventual release or one of the previews, please let us know!
-.