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World composition: Assigning material crashes editor

Imported a 5 x 5 tiles heightmap (generated by L3DT Pro)

Generated 25 levels, displayed correctly.

Assigning any kind of material either by drop down selection or drag/drop, crashes the editor (4.8 PC).

Tried to load one level instead but same result. Cannot find workaround.

Product Version: UE 4.8
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asked Jun 17 '15 at 11:12 AM in Bug Reports

avatar image

BNC
51 1 2 5

avatar image Adam Davis STAFF Jun 17 '15 at 05:39 PM

Hi BNC,

Does this occur in a clean, blank project with no additional content? For instance, if you recreate your material into a blank project, create a single landscape and apply the material, does the crash occur? Additionally can you upload your crashlogs here so I can take a look?

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3 answers: sort voted first

Hi BNC,

I was able to reproduce this on my end and have entered a bug report, UE-11421, to be assessed by the development staff.

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answered Jun 22 '15 at 07:56 PM

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Hi Adam,

I tried to recreate the issue with normal landscape (1 tile) but could not.

I then made a blank project with the 25 tiles (world composition enabled) and try to apply a material and it failed (tried both material and landscape material). The only was I could make it to work was if I applied the material at import.

MachineId:94DCEC1F42254D2781BCFB8446E47766 EpicAccountId:2db8c6319c2e4e448ac77677d0871662

Unknown exception - code 00000001 (first/second chance not available)

"Assertion failed: !bRenderStateCreated [File:D:\BuildFarm\buildmachine_++depot+UE4-Releases+4.8\Engine\Source\Runtime\Engine\Private\Components\ActorComponent.cpp] [Line: 948] "

KERNELBASE UE4Editor_Core!FOutputDeviceWindowsError::Serialize() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\core\private\windows\windowsplatformoutputdevices.cpp:95] UE4Editor_Core!FOutputDevice::Logf_VA() [d:\buildfarm\buildmachine++depot+ue4-releases+4.8\engine\source\runtime\core\private\misc\outputdevice.cpp:144] UE4Editor_Core!FDebug::AssertFailed() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\core\private\misc\outputdevice.cpp:355] UE4Editor_Engine!UActorComponent::CreateRenderState_Concurrent() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\engine\private\components\actorcomponent.cpp:953] UE4Editor_Engine!UPrimitiveComponent::CreateRenderState_Concurrent() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\engine\private\components\primitivecomponent.cpp:285] UE4Editor_Engine!TIndirectArray::Empty() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\core\public\containers\array.h:3193] UE4Editor_Engine!FGlobalComponentRecreateRenderStateContext::~FGlobalComponentRecreateRenderStateContext() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\engine\private\components\actorcomponent.cpp:96] UE4Editor_Engine!TScopedPointer::Reset() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\core\public\templates\scopedpointer.h:105] UE4Editor_Engine!FMaterialUpdateContext::~FMaterialUpdateContext() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\engine\private\materials\materialshared.cpp:2093] UE4Editor_Landscape!ALandscapeProxy::PostEditChangeProperty() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\landscape\private\landscapeedit.cpp:3193] UE4Editor_CoreUObject!UObject::PostEditChangeChainProperty() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\coreuobject\private\uobject\obj.cpp:376] UE4Editor_Landscape!ALandscapeProxy::PostEditChangeChainProperty() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\landscape\private\landscapeedit.cpp:3300] UE4Editor_PropertyEditor!FPropertyNode::NotifyPostChange() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\editor\propertyeditor\private\propertynode.cpp:1979] UE4Editor_PropertyEditor!FPropertyValueImpl::ImportText() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\editor\propertyeditor\private\propertyhandleimpl.cpp:446] UE4Editor_PropertyEditor!FPropertyValueImpl::ImportText() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\editor\propertyeditor\private\propertyhandleimpl.cpp:297] UE4Editor_PropertyEditor!FPropertyValueImpl::SendTextToObjectProperty() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\editor\propertyeditor\private\propertyhandleimpl.cpp:253] UE4Editor_PropertyEditor!FPropertyHandleObject::SetValue() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\editor\propertyeditor\private\propertyhandleimpl.cpp:2373] UE4Editor_PropertyEditor!SPropertyEditorAsset::SetValue() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\editor\propertyeditor\private\userinterface\propertyeditor\spropertyeditorasset.cpp:521] UE4Editor_PropertyEditor!SPropertyEditorAsset::OnAssetDropped() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\editor\propertyeditor\private\userinterface\propertyeditor\spropertyeditorasset.cpp:777] UE4Editor_PropertyEditor!TBaseSPMethodDelegateInstance<0,SPropertyEditorAsset,0,TTypeWrapper __cdecl(UObject __ptr64)>::Execute() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\core\public\delegates\delegateinstancesimpl_variadics.inl:282] UE4Editor_PropertyEditor!TBaseSPMethodDelegateInstance<0,SPropertyEditorAsset,0,void __cdecl(UObject __ptr64)>::ExecuteIfSafe() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\core\public\delegates\delegateinstancesimpl_variadics.inl:388] UE4Editor_EditorWidgets!SAssetDropTarget::OnDropped() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\editor\editorwidgets\private\sassetdroptarget.cpp:35] UE4Editor_EditorWidgets!TMemberFunctionCaller) __ptr64>::operator() & __ptr64>() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\core\public\delegates\delegateinstanceinterface_variadics.h:161] UE4Editor_EditorWidgets!TTupleImpl >::ApplyAfter_ExplicitReturnType) __ptr64>,TSharedPtr & __ptr64>() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\core\public\delegates\tuple.h:113] UE4Editor_EditorWidgets!TBaseSPMethodDelegateInstance<0,SAssetDropTarget,0,FReply __cdecl(TSharedPtr)>::Execute() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\core\public\delegates\delegateinstancesimpl_variadics.inl:282] UE4Editor_EditorWidgets!TBaseDelegate >::Execute() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\core\public\delegates\delegatesignatureimpl_variadics.inl:440] UE4Editor_EditorWidgets!SDropTarget::OnDrop() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\editor\editorwidgets\private\sdroptarget.cpp:124] UE4Editor_Slate!::operator()() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:4210] UE4Editor_Slate!FEventRouter::Route >() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:212] UE4Editor_Slate!FSlateApplication::ProcessMouseButtonUpEvent() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:4213] UE4Editor_Slate!FSlateApplication::OnMouseUp() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:4133] UE4Editor_Core!FWindowsApplication::ProcessDeferredMessage() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\core\private\windows\windowsapplication.cpp:1406] UE4Editor_Core!FWindowsApplication::DeferMessage() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\core\private\windows\windowsapplication.cpp:1711] UE4Editor_Core!FWindowsApplication::ProcessMessage() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\core\private\windows\windowsapplication.cpp:706] UE4Editor_Core!FWindowsApplication::AppWndProc() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\core\private\windows\windowsapplication.cpp:628] user32 user32 UE4Editor_Core!FWindowsPlatformMisc::PumpMessages() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\core\private\windows\windowsplatformmisc.cpp:792] UE4Editor!FEngineLoop::Tick() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\launch\private\launchengineloop.cpp:2319] UE4Editor!GuardedMain() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\launch\private\launch.cpp:142] UE4Editor!GuardedMainWrapper() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\launch\private\windows\launchwindows.cpp:126] UE4Editor!WinMain() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.8\engine\source\runtime\launch\private\windows\launchwindows.cpp:200]

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answered Jun 22 '15 at 03:55 PM

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BNC
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avatar image Adam Davis STAFF Jun 22 '15 at 05:33 PM

Hi BNC,

I just want to make sure I fully understand so I can reproduce this on my end and get it sorted out properly. You receive a crash when you import a large tiled map (25 tiles) and apply a material to the tiled landscape. If you apply the material at the time of import, you do not crash, however if you attempt to apply the material through the landscape window after importing the editor crashes.

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Hi Adam,

that is correct. The tile import via Window/levels/import works fine.

If I chose a material at the time of import, then the material is applied correctly.

If I do not chose a material at import but decide to add it later (drag drop or pull down menu on the landscape tile), the editor crashes.

Ben

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answered Jun 22 '15 at 07:31 PM

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BNC
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