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HUD causing crash in UE4Editor_Renderer!ProcessBasePassMeshForForwardShading

Working on an update for Rama's HUD Tutorial and I'm encountering some crashes. I was able to get all the references and what not updated for UE 4.10. I created a blueprint inheriting the new ahud class WordHUD and am loading the HUD as shown below from my gamemode file in the constructor.

 static ConstructorHelpers::FClassFinder<AHUD> TheHUDOb(TEXT("/Game/PuzzleCPP/BP_WordHUD_C"));
 if (TheHUDOb.Class != NULL)
 {
     HUDClass = TheHUDOb.Class;
 }

Now when I copy reference it shows Blueprint'/Game/PuzzleCPP/BP_WordHUD_C.BP_WordHUD_C' I'm not sure what the difference here is from textures but before removing .BP_WordHUD_C from the end UE reported an error attempting to find the BP. Once I was able to get UE to find the BP it began to crash on startup with.

 Access violation - code c0000005 (first/second chance not available)
 
 ""
 
 UE4Editor_Renderer!ProcessBasePassMeshForForwardShading<FDrawTranslucentMeshForwardShadingAction,0>() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\renderer\private\forwardbasepassrendering.h:628]
 UE4Editor_Renderer!FTranslucencyForwardShadingDrawingPolicyFactory::DrawDynamicMesh() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\renderer\private\forwardtranslucentrendering.cpp:222]
 UE4Editor_Renderer!FRendererModule::DrawTileMesh() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\renderer\private\renderer.cpp:64]
 UE4Editor_Engine!FTileRenderer::DrawTile() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\engine\private\tilerendering.cpp:178]
 UE4Editor_Engine!`FCanvasTileRendererItem::Render_GameThread'::`2'::EURCMacro_DrawTileCommand::DoTask() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\engine\private\tilerendering.cpp:326]
 UE4Editor_Engine!TGraphTask<`FCanvasTileRendererItem::Render_GameThread'::`2'::EURCMacro_DrawTileCommand>::ExecuteTask() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\core\public\async\taskgraphinterfaces.h:779]
 UE4Editor_Core!FTaskThread::ProcessTasks() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\core\private\async\taskgraph.cpp:539]
 UE4Editor_Core!FTaskThread::ProcessTasksUntilQuit() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\core\private\async\taskgraph.cpp:340]
 UE4Editor_RenderCore!RenderingThreadMain() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\rendercore\private\renderingthread.cpp:310]
 UE4Editor_RenderCore!FRenderingThread::Run() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\rendercore\private\renderingthread.cpp:411]
 UE4Editor_Core!FRunnableThreadWin::Run() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\core\private\windows\windowsrunnablethread.cpp:74]


The BP Data for BP_WordHUD_C is

alt text

WordHUD.cpp

 // Fill out your copyright notice in the Description page of Project Settings.
 
 // Copyright 1998-2013 Epic Games, Inc. All Rights Reserved.
 
 //JoyHUD extension by Rama
 
 #include "Word.h"
 #include "WordHUD.h"
 
 #define BUTTONTYPE_MAIN_RESTART     1
 #define BUTTONTYPE_MAIN_EXIT         2
 
 #define BUTTONTYPE_CONFIRM_YES     1
 #define BUTTONTYPE_CONFIRM_NO     2
 
 #define CANVAS_WHITE if(Canvas) Canvas->SetDrawColor(FColor_White);
 
 //Cursor Draw Offset
 //        use this to position texture over the point of your cursor, 
 //            if the point is not at exactly 0,0
 #define CURSOR_DRAW_OFFSET 3
 
 //
 //Static Consts
 //
 
 const FString AWordHUD::S_Title_Main = FString("Joy!");
 const FString AWordHUD::S_Title_Confirm = FString("Exit Game?");
 
 const FString AWordHUD::S_Button_Restart = FString("Restart");
 const FString AWordHUD::S_Button_Exit = FString("Exit");
 
 // Colors 
 const FColor AWordHUD::FColorBlack = FColor(0, 0, 0, 255);
 const FColor AWordHUD::FColorRed = FColor(255, 0, 0, 255);
 const FColor AWordHUD::FColorYellow = FColor(255, 255, 0, 255);
 const FColor AWordHUD::FColorBlue = FColor(0, 0, 255, 255);
 const FColor AWordHUD::FColor_White = FColor(255, 255, 255, 255);
 // Backgrounds 
 const FLinearColor AWordHUD::LC_Black = FLinearColor(0, 0, 0, 1);
 const FLinearColor AWordHUD::LC_Pink = FLinearColor(1, 0, 1, 1);
 const FLinearColor AWordHUD::LC_Red = FLinearColor(1, 0, 0, 1);
 const FLinearColor AWordHUD::LC_Yellow = FLinearColor(1, 1, 0, 1);
 
 AWordHUD::AWordHUD(const FObjectInitializer& PCIP) : Super(PCIP)
 {
     //Draw HUD?
     DontDrawHUD = false;
 
     //States
     ConfirmDialogOpen = false;
     InMainMenu = true;
 
     //Scale
     GlobalHUDMult = 1;
     DefaultFontScale = 0.7;   //scaling down a size 36 font
 
                               //     I recommend creating fonts at a high resolution / size like 36
                               //            then you can scale down the font as needed to any size of your choice
 
                               // this avoids needing to make multiple fonts for different sizes, but have a high
                               // resolution when you use larger font sizes
 
 }
 
 //Core 
 
 void AWordHUD::PostInitializeComponents()
 {
     Super::PostInitializeComponents();
 
     //Establish the PC
     ThePC = GetOwningPlayerController();
 
     //How to get a ref to your custom PC
     //AYourPlayerController* YourChar = Cast<AYourPlayerController>(ThePC);
 
     //How to Get The Character
     //AYourCharacterClass* YourChar = Cast<AYourCharacterClass>(GetOwningPawn());
 
 }
 
 //===============
 // Draw Dialogs
 //===============
 void AWordHUD::DrawHUD_DrawDialogs()
 {
     DrawMainMenu();
     if (ConfirmDialogOpen) DrawConfirm();
 }
 //Menus
 void AWordHUD::DrawMainMenu()
 {
     //Background
     DrawMaterialSimple(
         MaterialBackground,
         10, 10,
         256,
         512,
         1.3
         );
 
     //Menu Title
 
     //Draw buttons
     DrawMainMenuButtons();
 }
 void AWordHUD::DrawConfirm()
 {
     //Blue rect with alpha 50%
     DrawJoyRect(Canvas->SizeX / 2 - 100, Canvas->SizeY / 2 - 50, 200, 100, FLinearColor(0, 0, 1, 0.2333));
 
     //Confirm Title
 
     //Draw buttons
     DrawConfirmButtons();
 }
 
 //Buttons
 void AWordHUD::DrawMainMenuButtons()
 {
     //Start Point
     float xStart = 100;
     float yStart = 110;
 
     //Background
     VDrawTile(ButtonBackground, xStart, yStart, 150, 80, FColor(255, 255, 255, 120)); //alpha 120/255
 
                                                                                       //Text
     DrawJoyText(
         VerdanaFont, "Restart", xStart + 30, yStart + 20,
         LC_Black, DefaultFontScale,
         true, LC_Red
         );
 
     //Struct
     //Add Button If Necessary
     //        could be cleared and need refreshing if using a different menu
     //            clear buttons with ButtonsMain.Empty()
     if (ButtonsMain.Num() < 1)
     {
         FJoyButtonStruct newButton = FJoyButtonStruct();
         newButton.type = BUTTONTYPE_MAIN_RESTART;
         newButton.toolTip = "Restart the Game!";
         newButton.minX = xStart;
         newButton.maxX = xStart + 150;
         newButton.minY = yStart;
         newButton.maxY = yStart + 80;
 
         //Add to correct array
         ButtonsMain.Add(newButton);
     }
 
 
     xStart = 100;
     yStart = 410;
 
     VDrawTile(ButtonBackground, xStart, yStart, 150, 80, FColor(255, 255, 255, 120)); //alpha 120/255
 
                                                                                       //Text
     DrawJoyText(
         VerdanaFont, "Exit", xStart + 55, yStart + 20,
         LC_Black, DefaultFontScale,
         true, LC_Red
         );
 
     if (ButtonsMain.Num() < 2)
     {
         FJoyButtonStruct newButton = FJoyButtonStruct();
         newButton.type = BUTTONTYPE_MAIN_EXIT;
         newButton.toolTip = "Exit the Game!";
         newButton.minX = xStart;
         newButton.maxX = xStart + 150;
         newButton.minY = yStart;
         newButton.maxY = yStart + 80;
 
         //Add to correct array
         ButtonsMain.Add(newButton);
     }
 }
 void AWordHUD::DrawConfirmButtons()
 {
     float xStart = Canvas->SizeX / 2 - 100;
     float yStart = Canvas->SizeY / 2 - 40;
 
     //Highlighted?
     if (ActiveButton_Type == BUTTONTYPE_CONFIRM_YES) ColorPtr = &LC_Pink;
     else ColorPtr = &LC_Yellow;
 
     //Text
     DrawJoyText(
         VerdanaFont, "Yes", xStart + 30, yStart + 20,
         *ColorPtr, DefaultFontScale,
         true
         );
 
     if (ButtonsConfirm.Num() < 1)
     {
         FJoyButtonStruct newButton = FJoyButtonStruct();
         newButton.type = BUTTONTYPE_CONFIRM_YES;
         newButton.toolTip = "";
         newButton.minX = xStart;
         newButton.maxX = xStart + 75;
         newButton.minY = yStart + 20;
         newButton.maxY = yStart + 60;
 
         //could use GetTextSize to streamline this
 
         //Add to correct array
         ButtonsConfirm.Add(newButton);
     }
 
     xStart = Canvas->SizeX / 2 + 20;
     yStart = Canvas->SizeY / 2 - 40;
 
     //Highlighted?
     if (ActiveButton_Type == BUTTONTYPE_CONFIRM_NO) ColorPtr = &LC_Black;
     else ColorPtr = &LC_Yellow;
 
     //Text
     DrawJoyText(
         VerdanaFont, "No", xStart + 30, yStart + 20,
         *ColorPtr, DefaultFontScale,
         true
         );
 
     if (ButtonsConfirm.Num() < 2)
     {
         FJoyButtonStruct newButton = FJoyButtonStruct();
         newButton.type = BUTTONTYPE_CONFIRM_NO;
         newButton.toolTip = "";
         newButton.minX = xStart;
         newButton.maxX = xStart + 75;
         newButton.minY = yStart + 20;
         newButton.maxY = yStart + 60;
 
         //could use GetTextSize to streamline this
 
         //Add to correct array
         ButtonsConfirm.Add(newButton);
     }
 }
 
 //===============
 // Cursor In Buttons
 //===============
 int32 AWordHUD::CheckCursorInButton(const TArray<FJoyButtonStruct>& ButtonArray)
 {
     for (int32 b = 0; b < ButtonArray.Num(); b++)
     {
         CurCheckButton = &ButtonArray[b];
 
         //check cursor in bounds
         if (CurCheckButton->minX <= MouseLocation.X && MouseLocation.X <= CurCheckButton->maxX &&
             CurCheckButton->minY <= MouseLocation.Y && MouseLocation.Y <= CurCheckButton->maxY)
         {
 
             //Active Button Type
             ActiveButton_Type = CurCheckButton->type;
 
             //Tool Tip
             ActiveButton_Tip = CurCheckButton->toolTip;
 
             //Change Cursor
             CursorHoveringInButton = true;
 
             //Mouse Clicked?
             if (ThePC->WasInputKeyJustPressed(EKeys::LeftMouseButton))
             {
                 return ActiveButton_Type;
                 //~~
                 //no need to check rest of buttons
             }
         }
     }
 
     //No Click Occurred This Tick
     return -1;
 }
 
 //Check Confirm
 void AWordHUD::CheckCursorInButtonsConfirm()
 {
     //Check Confirm Buttons
     ClickedButtonType = CheckCursorInButton(ButtonsConfirm); //fills global ActiveButton_Type
 
     if (ClickedButtonType == BUTTONTYPE_CONFIRM_YES)
     {
         ThePC->ConsoleCommand("Exit");
         return;
     }
     if (ClickedButtonType == BUTTONTYPE_CONFIRM_NO)
     {
         ConfirmDialogOpen = false;
         ButtonsConfirm.Empty(); //Buttons not needed anymore
         return;
     }
 }
 
 //Check Buttons
 void AWordHUD::CheckCursorInButtonsMain()
 {
     //Check Confirm Buttons
     ClickedButtonType = CheckCursorInButton(ButtonsMain);
 
     if (ClickedButtonType == BUTTONTYPE_MAIN_RESTART)
     {
         ThePC->ConsoleCommand("RestartLevel");
         return;
     }
     if (ClickedButtonType == BUTTONTYPE_MAIN_EXIT)
     {
         ConfirmDialogOpen = true;
         return;
     }
 }
 void AWordHUD::DrawHUD_CheckCursorInButtons()
 {
     if (ConfirmDialogOpen)
     {
         CheckCursorInButtonsConfirm();
 
         //Take Focus Away From All Other buttons
         return;
         //~
     }
 
     //Main
     CheckCursorInButtonsMain();
 }
 
 void AWordHUD::DrawToolTip()
 {
     //if mouse is too far to right, draw from left instead
     float xStart = MouseLocation.X + 150;
     float yStart = MouseLocation.Y + 5;
 
     //out vars
     float RV_xLength;
     float RV_yLength;
     //Text Size
     GetTextSize(
         ActiveButton_Tip,
         RV_xLength,
         RV_yLength,
         UE4Font,
         DefaultFontScale * 2
         );
 
     // Decide Draw to Left or to the Right 
 
     //Draw to the Left
     if (xStart + RV_xLength >= Canvas->SizeX - 40)
     {
         xStart -= 150 + 140 + 64 + RV_xLength;
 
         //If Text is too long, bring it closer to the cursor
         if (xStart < 33) xStart = 33;
     }
 
     //Background
     DrawJoyRect(
         xStart, yStart,
         RV_xLength + 70,
         80,
         FLinearColor(0, 0, 1, 0.7) //alpha 0.7
         );
 
     //Tool Tip
     DrawText(
         ActiveButton_Tip,
         LC_Pink,
         xStart + 32, yStart + 20,
         UE4Font,
         DefaultFontScale * 2,
         false        //scale position of message with HUD scale
         );
 }
 void AWordHUD::DrawHUD_DrawCursor()
 {
     //Tool Tip
     if (ActiveButton_Tip != "") DrawToolTip();
 
     //Cursor Hovering in a Button?
     if (CursorHoveringInButton)
     {
         //pointer tex found?
         if (!CursorHoveringButton) return;
         DrawFullSizeTile(CursorHoveringButton, MouseLocation.X - CURSOR_DRAW_OFFSET, MouseLocation.Y - CURSOR_DRAW_OFFSET, FColor_White);
     }
 
     else
     {
         //cursor tex found?
         if (!CursorMain) return;
         DrawFullSizeTile(CursorMain, MouseLocation.X - CURSOR_DRAW_OFFSET, MouseLocation.Y - CURSOR_DRAW_OFFSET, FColor_White);
     }
 }
 
 void AWordHUD::PlayerInputChecks()
 {
     //check out this tutorial of mine for a list of all EKeys::
     //http://forums.epicgames.com/threads/972861-Tutorials-C-for-UE4-Code-Samples-gt-gt-New-Video-Freeze-Render-When-Tabbed-Out?p=31660286&viewfull=1#post31660286
 
     if (ThePC->WasInputKeyJustPressed(EKeys::Escape))
     {
         SetCursorMoveOnly(false);
         return;
     }
     if (ThePC->WasInputKeyJustPressed(EKeys::F))
     {
         SetCursorMoveOnly(!ThePC->IsLookInputIgnored());
         return;
     }
     if (ThePC->WasInputKeyJustPressed(EKeys::H))
     {
         DontDrawHUD = !DontDrawHUD;
         return;
     }
 
     //Confirm
     if (ConfirmDialogOpen)
     {
         if (ThePC->WasInputKeyJustPressed(EKeys::Y))
         {
             ThePC->ConsoleCommand("Exit");
             //could replace with function based on confirm context
 
             return;
         }
         if (ThePC->WasInputKeyJustPressed(EKeys::N))
         {
             ConfirmDialogOpen = false;
             ButtonsConfirm.Empty(); //Buttons not needed anymore
                                     //Cancel Confirm
 
             return;
         }
     }
 }
 
 void AWordHUD::DrawHUD_Reset()
 {
     ActiveButton_Type = -1;
     ActiveButton_Tip = "";
     CursorHoveringInButton = false;
 }
 
 void AWordHUD::DrawHUD()
 {
     //==============================
     //==============================
     //==============================
     //Have PC for Input Checks and Mouse Cursor?
     if (!ThePC)
     {
         //Attempt to Reacquire PC
         ThePC = GetOwningPlayerController();
 
         //Could Not Obtain PC
         if (!ThePC) return;
         //~~
     }
 
     //Multiplayer Safety Check
     if (!ThePC->PlayerInput) return; //not valid for first seconds of a multiplayer client
                                      //~~
                                      //==============================
                                      //==============================
                                      //==============================
 
                                      //Player Input
     PlayerInputChecks();
 
     //Draw HUD?
     if (DontDrawHUD) return;
     //~~
 
     //Super
     Super::DrawHUD();
 
     //No Canvas?
     if (!Canvas) return;
     //
 
     //Reset States
     DrawHUD_Reset();
 
     //================
     //Get New Mouse Position
     //================
     ThePC->GetMousePosition(MouseLocation.X, MouseLocation.Y);
 
     //Cursor In Buttons
     DrawHUD_CheckCursorInButtons();
 
     //Draw Dialogs
     DrawHUD_DrawDialogs();
 
     //### Do Last ###
     //Draw Cursor
     DrawHUD_DrawCursor();
 
     //Debugging Info
     //ThePC->ClientMessage("HUD Loop Completed!");
 }
 
 

WordHUD.h

 // Fill out your copyright notice in the Description page of Project Settings.
 
 #pragma once
 
 #include "GameFramework/HUD.h"
 #include "CanvasItem.h"
 #include "Engine/Canvas.h"
 #include "WordHUD.generated.h"
 
 USTRUCT()
 struct FJoyButtonStruct
 {
     GENERATED_USTRUCT_BODY()
 
         //Vars
         int32         type;
     FString    toolTip;
     float         minX;
     float         maxX;
     float         minY;
     float         maxY;
 
     //~
 
     //default properties
 
     FJoyButtonStruct()
     {
         type = -1;
         toolTip = "";
         minX = 0;
         maxX = 0;
         minY = 0;
         maxY = 0;
     }
 };
 
 UCLASS()
 class WORD_API AWordHUD : public AHUD
 {
     GENERATED_UCLASS_BODY()
 
         // Font 
         //        I recommend creating the font at a high resolution / size like 36
         //            then you can scale down the font as needed to any size of your choice
 
         /** Verdana */
         UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = JoyHUD)
         UFont* VerdanaFont;
 
     /** Put Roboto Here */
     UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = JoyHUD)
         UFont* UE4Font;
 
     /** Font Scaling Used By Your HUD Code */
     UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = JoyHUD)
         float DefaultFontScale;
 
     /** HUD Scaling */
     UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = JoyHUD)
         float GlobalHUDMult;
 
     // T2D 
     /** Cursor */
     UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = T2D)
         UTexture2D* CursorMain;
 
     /** Hovering */
     UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = T2D)
         UTexture2D* CursorHoveringButton;
 
     /** Button */
     UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = T2D)
         UTexture2D* ButtonBackground;
 
     // Materials 
     /** Events */
     UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Materials)
         UMaterialInterface* MaterialBackground;
 
     //
 
     /* Draw Hud? */
     UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Options)
         bool DontDrawHUD;
 
     //Cursor
 public:
     FVector2D MouseLocation;
     void DrawHUD_DrawCursor();
 
     //Buttons
 public:
     TArray<FJoyButtonStruct> ButtonsMain;
     TArray<FJoyButtonStruct> ButtonsConfirm;
 
     //Cursor In buttons
     void DrawHUD_CheckCursorInButtons();
     void CheckCursorInButtonsMain();
     void CheckCursorInButtonsConfirm();
 
     const FJoyButtonStruct* CurCheckButton;
     int32 CheckCursorInButton(const TArray<FJoyButtonStruct>& ButtonArray);
     int32 ClickedButtonType;
     //States
     bool ConfirmDialogOpen;
     bool InMainMenu;
 
     int32         ActiveButton_Type;
     FString     ActiveButton_Tip;
     bool CursorHoveringInButton;
     //Colors
 public:
     const FLinearColor * ColorPtr;
 
     //Colors
     static const FColor        FColorBlack;
     static const FColor        FColorRed;
     static const FColor        FColorYellow;
     static const FColor        FColorBlue;
     static const FColor        FColor_White;
 
     static const FLinearColor LC_Black;
     static const FLinearColor LC_Pink;
     static const FLinearColor LC_Red;
     static const FLinearColor LC_Yellow;
     //FString
 public:
 
     //`Titles
     static const FString S_Title_Main;
     static const FString S_Title_Confirm;
     //`Button Text
     static const FString S_Button_Restart;
     static const FString S_Button_Exit;
 
     // Utility 
 
     //Stop Camera From Moving With Mouse
     FORCEINLINE void SetCursorMoveOnly(bool CursorOnly)
     {
         if (!ThePC) return;
         //
         ThePC->SetIgnoreLookInput(CursorOnly);
 
     }
 
     //DrawLine
     FORCEINLINE void DrawJoyLine
         (
             const FVector2D& Start,
             const FVector2D& End,
             const FLinearColor& TheColor,
             const float& Thick
             )
     {
         if (!Canvas) return;
         //
         FCanvasLineItem NewLine(Start, End);
         NewLine.SetColor(TheColor);
         NewLine.LineThickness = Thick;
         Canvas->DrawItem(NewLine);
     }
 
     //~
 
     FORCEINLINE void DrawJoyRect(
         float X, float Y,
         float Width, float Height,
         const FLinearColor& Color
         )
     {
         if (!Canvas) return;
         //
 
         FCanvasTileItem RectItem(
             FVector2D(X, Y),
             FVector2D(Width, Height),
             Color
             );
 
         RectItem.BlendMode = SE_BLEND_Translucent;
         Canvas->DrawItem(RectItem);
     }
 
     //~
 
     //DrawText
     FORCEINLINE void DrawJoyText(
         UFont*    TheFont,
         const FString& TheStr,
         const float& X, const float& Y,
         const FLinearColor& TheColor,
         const float& TheScale,
         bool DrawOutline = false,
         const FLinearColor OutlineColor = FLinearColor(0, 0, 0, 1)
         ) {
         if (!Canvas) return;
         //
 
         //Text and Font
         FCanvasTextItem NewText(
             FVector2D(X, Y),
             FText::FromString(TheStr),
             TheFont,
             TheColor
             );
 
         //Text Scale
         NewText.Scale.Set(TheScale, TheScale);
 
         //Outline gets its alpha from the main color
         NewText.bOutlined = true;
         NewText.OutlineColor = OutlineColor;
         NewText.OutlineColor.A = TheColor.A * 2;
 
         //Draw
         Canvas->DrawItem(NewText);
     }
 
     //~
     //Draw Full Size Tile
     FORCEINLINE void DrawFullSizeTile(UTexture2D* tex, float x, float y, const FColor& Color)
     {
         if (!Canvas) return;
         if (!tex) return;
         //~~
 
         Canvas->SetDrawColor(Color);
 
         //Draw
         Canvas->DrawTile(
             tex, x, y,                    //z pos (removed)
             tex->GetSurfaceWidth(),        //screen width
             tex->GetSurfaceHeight(),    //screen height
             0,                            //texture start width
             0,                            //texture start height
             tex->GetSurfaceWidth(),        //texture width from start
             tex->GetSurfaceHeight(),    //texture height from start
             BLEND_Translucent
             );
     }
 
     //~
 
     FORCEINLINE void VDrawTile(UTexture2D* tex, float x, float y, float screenX, float screenY, const FColor& TheColor)
     {
         if (!Canvas) return;
         if (!tex) return;
         //~
 
         Canvas->SetDrawColor(TheColor);
 
         //Draw
         Canvas->DrawTile(
             tex, x, y,                    //z pos (removed)
             screenX,                    //screen width
             screenY,                    //screen height
             0,                            //texture start width
             0,                            //texture start height
             tex->GetSurfaceWidth(),        //texture width from start
             tex->GetSurfaceHeight(),    //texture height from start
             BLEND_Translucent
             );
     }
 
     //~
 
     //Draw
 public:
     void DrawHUD_DrawDialogs();
 
     //Menus
     void DrawMainMenu();
     void DrawConfirm();
 
     //Buttons
     void DrawMainMenuButtons();
     void DrawConfirmButtons();
 public:
     void DrawToolTip();
 
     //Core
 public:
     APlayerController* ThePC;
     void PlayerInputChecks();
 protected:
     //Draw HUD
     void DrawHUD_Reset();
     void DrawHUD();
 
     /** after all game elements are created */
     void PostInitializeComponents();
 
 
 };

Lastly here is a diagnostic it seems to have more relevant information.

 Generating report for minidump
 
 Application version 4.10.4
  ... built from changelist 2872498
 
 OS version 10.0.0.10586
 Running 12 x64 processors
 Exception was "Access violation - code c0000005 (first/second chance not available)"
 
 Source context from "engine/source/runtime/renderer/private/forwardbasepassrendering.h"
 
 <SOURCE START>
   613       void ProcessBasePassMeshForForwardShading(
   614           FRHICommandList& RHICmdList,
   615           const FProcessBasePassMeshParameters& Parameters,
   616           const ProcessActionType& Action
   617           )
   618       {
   619           // Check for a cached light-map.
   620           const bool bIsLitMaterial = Parameters.ShadingModel != MSM_Unlit;
   621           if (bIsLitMaterial)
   622           {
   623               const FLightMapInteraction LightMapInteraction = (Parameters.Mesh.LCI && bIsLitMaterial) 
   624                   ? Parameters.Mesh.LCI->GetLightMapInteraction(Parameters.FeatureLevel) 
   625                   : FLightMapInteraction();
   626       
   627 *****         const FLightSceneInfo* SimpleDirectionalLight = Action.GetSimpleDirectionalLight();
   628               const bool bUseMovableLight = SimpleDirectionalLight && !SimpleDirectionalLight->Proxy->HasStaticShadowing();
   629       
   630               if (LightMapInteraction.GetType() == LMIT_Texture)
   631               {
   632                   // Lightmap path
   633                   if (bUseMovableLight)
   634                   {
   635                       // final determination of whether CSMs are rendered can be view dependent, thus we always need to clear the CSMs even if we're not going to render to them based on the condition below.
   636                       if (SimpleDirectionalLight && SimpleDirectionalLight->ShouldRenderViewIndependentWholeSceneShadows())
   637                       {
   638                           Action.template Process<FMovableDirectionalLightCSMWithLightmapLightingPolicy, NumDynamicPointLights>(RHICmdList, Parameters, FMovableDirectionalLightCSMWithLightmapLightingPolicy(), LightMapInteraction);
   639                       }
   640                       else
   641                       {
   642                           Action.template Process<FMovableDirectionalLightWithLightmapLightingPolicy, NumDynamicPointLights>(RHICmdList, Parameters, FMovableDirectionalLightCSMWithLightmapLightingPolicy(), LightMapInteraction);
 <SOURCE END>
 
 <CALLSTACK START>
 UE4Editor_Renderer!ProcessBasePassMeshForForwardShading<FDrawTranslucentMeshForwardShadingAction,0>() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\renderer\private\forwardbasepassrendering.h:628]
 UE4Editor_Renderer!FTranslucencyForwardShadingDrawingPolicyFactory::DrawDynamicMesh() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\renderer\private\forwardtranslucentrendering.cpp:222]
 UE4Editor_Renderer!FRendererModule::DrawTileMesh() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\renderer\private\renderer.cpp:64]
 UE4Editor_Engine!FTileRenderer::DrawTile() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\engine\private\tilerendering.cpp:178]
 UE4Editor_Engine!`FCanvasTileRendererItem::Render_GameThread'::`2'::EURCMacro_DrawTileCommand::DoTask() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\engine\private\tilerendering.cpp:326]
 UE4Editor_Engine!TGraphTask<`FCanvasTileRendererItem::Render_GameThread'::`2'::EURCMacro_DrawTileCommand>::ExecuteTask() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\core\public\async\taskgraphinterfaces.h:779]
 UE4Editor_Core!FTaskThread::ProcessTasks() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\core\private\async\taskgraph.cpp:539]
 UE4Editor_Core!FTaskThread::ProcessTasksUntilQuit() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\core\private\async\taskgraph.cpp:340]
 UE4Editor_RenderCore!RenderingThreadMain() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\rendercore\private\renderingthread.cpp:310]
 UE4Editor_RenderCore!FRenderingThread::Run() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\rendercore\private\renderingthread.cpp:411]
 UE4Editor_Core!FRunnableThreadWin::Run() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\core\private\windows\windowsrunnablethread.cpp:74]
 <CALLSTACK END>
 
 305 loaded modules
                            ue4editor.exe             (4.10.4.0) 0x00000000fecf0000 0x0006a000 engine/binaries/win64
           ue4editor-archvischaracter.dll             (4.10.4.0) 0x00000000ae320000 0x0003a000 archvischaracter/binaries/win64
                             advapi32.dll        (10.0.10586.63) 0x00000000e4680000 0x000a7000 C:\Windows\System32
                             AudioSes.dll       (10.0.10586.122) 0x00000000d1d80000 0x00088000 C:\Windows\System32
                                 avrt.dll         (10.0.10586.0) 0x00000000db7e0000 0x0000b000 C:\Windows\System32
                               bcrypt.dll         (10.0.10586.0) 0x00000000e1040000 0x00029000 C:\Windows\System32
                     bcryptPrimitives.dll         (10.0.10586.0) 0x00000000e1c20000 0x0006a000 C:\Windows\System32
                             cfgmgr32.dll         (10.0.10586.0) 0x00000000e17f0000 0x00043000 C:\Windows\System32
                              clbcatq.dll         (10.0.10586.0) 0x00000000e45d0000 0x000a7000 C:\Windows\System32
                              combase.dll       (10.0.10586.103) 0x00000000e42f0000 0x0027d000 C:\Windows\System32
                             comdlg32.dll         (10.0.10586.0) 0x00000000e2a80000 0x0010b000 C:\Windows\System32
                              crypt32.dll         (10.0.10586.0) 0x00000000e1c90000 0x001c7000 C:\Windows\System32
                            CRYPTBASE.DLL         (10.0.10586.0) 0x00000000e0bb0000 0x0000b000 C:\Windows\System32
                                d3d11.dll       (10.0.10586.122) 0x00000000dc190000 0x002a8000 C:\Windows\System32
                                 d3d9.dll         (10.0.10586.0) 0x00000000cea60000 0x00210000 C:\Windows\System32
                       D3DCOMPILER_43.dll        (9.29.952.3111) 0x00000000c3010000 0x0026f000 C:\Windows\System32
                         dataexchange.dll         (10.0.10586.0) 0x00000000cda80000 0x0004a000 C:\Windows\System32
                              davhlpr.dll         (10.0.10586.0) 0x00000000ddbd0000 0x0000c000 C:\Windows\System32
                              dbgcore.dll         (10.0.10586.0) 0x00000000c0180000 0x00025000 C:\Windows\System32
                              dbghelp.dll         (10.0.10586.0) 0x00000000c3280000 0x0018c000 C:\Windows\System32
                             dciman32.dll         (10.0.10586.3) 0x00000000dafc0000 0x00008000 C:\Windows\System32
                                dcomp.dll        (10.0.10586.11) 0x00000000dd360000 0x000e3000 C:\Windows\System32
                                ddraw.dll         (10.0.10586.0) 0x00000000b62b0000 0x000fa000 C:\Windows\System32
                               devobj.dll         (10.0.10586.0) 0x00000000dfc00000 0x00027000 C:\Windows\System32
                               dsound.dll         (10.0.10586.0) 0x00000000bc5b0000 0x0009c000 C:\Windows\System32
                               dwmapi.dll         (10.0.10586.0) 0x00000000de370000 0x00022000 C:\Windows\System32
                                 dxgi.dll       (10.0.10586.162) 0x00000000de2c0000 0x000a3000 C:\Windows\System32
                              edputil.dll         (10.0.10586.0) 0x00000000d3fc0000 0x00050000 C:\Windows\System32
                        explorerframe.dll       (10.0.10586.122) 0x00000000cd3e0000 0x004a0000 C:\Windows\System32
                          FirewallAPI.dll       (10.0.10586.162) 0x00000000e1e60000 0x00086000 C:\Windows\System32
                               fwbase.dll       (10.0.10586.162) 0x00000000dff90000 0x00032000 C:\Windows\System32
                                gdi32.dll        (10.0.10586.63) 0x00000000e2300000 0x00186000 C:\Windows\System32
                                glu32.dll         (10.0.10586.0) 0x00000000b63b0000 0x0002e000 C:\Windows\System32
                                imm32.dll         (10.0.10586.0) 0x00000000e2160000 0x0003b000 C:\Windows\System32
                             IPHLPAPI.DLL         (10.0.10586.0) 0x00000000dea80000 0x00038000 C:\Windows\System32
                       kernel.appcore.dll         (10.0.10586.0) 0x00000000e1160000 0x0000f000 C:\Windows\System32
                             kernel32.dll         (10.0.10586.0) 0x00000000e2500000 0x000ad000 C:\Windows\System32
                           KERNELBASE.dll       (10.0.10586.162) 0x00000000e1840000 0x001e8000 C:\Windows\System32
                               ksuser.dll         (10.0.10586.0) 0x00000000d2ba0000 0x00008000 C:\Windows\System32
                                   mf.dll        (12.0.10586.11) 0x00000000b1810000 0x00090000 C:\Windows\System32
                               mfcore.dll       (12.0.10586.122) 0x00000000c2b20000 0x0026a000 C:\Windows\System32
                               mfplat.dll        (12.0.10586.35) 0x00000000d6500000 0x0010d000 C:\Windows\System32
                               MFPlay.dll        (12.0.10586.35) 0x00000000b17b0000 0x00055000 C:\Windows\System32
                             MMDevAPI.dll         (10.0.10586.0) 0x00000000de210000 0x00070000 C:\Windows\System32
                               msasn1.dll         (10.0.10586.0) 0x00000000e1170000 0x00010000 C:\Windows\System32
                              mscoree.dll         (10.0.10586.0) 0x00000000c60e0000 0x00068000 C:\Windows\System32
                                msctf.dll        (10.0.10586.71) 0x00000000e21a0000 0x0015a000 C:\Windows\System32
                             msvcp100.dll       (10.0.40219.325) 0x000000006f580000 0x00098000 C:\Windows\System32
                             msvcp120.dll         (12.0.21005.1) 0x00000000d7520000 0x000a6000 C:\Windows\System32
                             msvcp140.dll         (14.0.23506.0) 0x00000000c7030000 0x0009f000 C:\Windows\System32
                             msvcr100.dll       (10.0.40219.325) 0x000000006f620000 0x000d2000 C:\Windows\System32
                             msvcr120.dll         (12.0.21005.1) 0x00000000d7430000 0x000ef000 C:\Windows\System32
                               msvcrt.dll         (10.0.10586.0) 0x00000000e29e0000 0x0009d000 C:\Windows\System32
                              mswsock.dll         (10.0.10586.0) 0x00000000e09e0000 0x0005c000 C:\Windows\System32
                             netapi32.dll         (10.0.10586.0) 0x00000000e1c00000 0x00017000 C:\Windows\System32
                             netutils.dll         (10.0.10586.0) 0x00000000e0520000 0x0000c000 C:\Windows\System32
                             normaliz.dll         (10.0.10586.0) 0x00000000e4730000 0x00007000 C:\Windows\System32
                                ntdll.dll       (10.0.10586.122) 0x00000000e4af0000 0x001c1000 C:\Windows\System32
                              ntmarta.dll         (10.0.10586.0) 0x00000000e0600000 0x00031000 C:\Windows\System32
                              nvapi64.dll        (10.18.13.6451) 0x00000000dcd80000 0x003b4000 C:\Windows\System32
                            nvspcap64.dll            (2.10.2.40) 0x00000000d41a0000 0x001d6000 C:\Windows\System32
                            nvwgf2umx.dll        (10.18.13.6451) 0x00000000d9bb0000 0x01315000 C:\Windows\System32
                                ole32.dll       (10.0.10586.162) 0x00000000e1ef0000 0x00143000 C:\Windows\System32
                             oleaut32.dll         (10.0.10586.0) 0x00000000e47a0000 0x000c1000 C:\Windows\System32
                             opengl32.dll         (10.0.10586.0) 0x00000000b63e0000 0x00129000 C:\Windows\System32
                             powrprof.dll         (10.0.10586.0) 0x00000000e1110000 0x0004b000 C:\Windows\System32
                              profapi.dll         (10.0.10586.0) 0x00000000e1180000 0x00014000 C:\Windows\System32
                              propsys.dll          (7.0.10586.0) 0x00000000de6d0000 0x00186000 C:\Windows\System32
                                psapi.dll         (10.0.10586.0) 0x00000000e42e0000 0x00008000 C:\Windows\System32
                               rpcrt4.dll         (10.0.10586.0) 0x00000000e2040000 0x0011c000 C:\Windows\System32
                              RTWorkQ.dll         (12.0.10586.0) 0x00000000d4df0000 0x0002b000 C:\Windows\System32
                              sechost.dll         (10.0.10586.0) 0x00000000e4570000 0x0005b000 C:\Windows\System32
                              secur32.dll         (10.0.10586.0) 0x00000000deac0000 0x0000c000 C:\Windows\System32
                             setupapi.dll         (10.0.10586.0) 0x00000000e25b0000 0x00429000 C:\Windows\System32
                               SHCore.dll         (10.0.10586.0) 0x00000000e1b40000 0x000b5000 C:\Windows\System32
                              shell32.dll       (10.0.10586.122) 0x00000000e2c10000 0x0155c000 C:\Windows\System32
                              shlwapi.dll         (10.0.10586.0) 0x00000000e4740000 0x00052000 C:\Windows\System32
                               srvcli.dll         (10.0.10586.0) 0x00000000db990000 0x00026000 C:\Windows\System32
                              sspicli.dll         (10.0.10586.0) 0x00000000e0d90000 0x0002d000 C:\Windows\System32
                      twinapi.appcore.dll         (10.0.10586.0) 0x00000000dfc30000 0x00100000 C:\Windows\System32
                             ucrtbase.dll         (10.0.10586.0) 0x00000000e02b0000 0x000f4000 C:\Windows\System32
                               user32.dll        (10.0.10586.20) 0x00000000e4180000 0x00156000 C:\Windows\System32
                              uxtheme.dll         (10.0.10586.0) 0x00000000dfa20000 0x00096000 C:\Windows\System32
                         VCRUNTIME140.dll         (14.0.23506.0) 0x00000000dcd50000 0x00017000 C:\Windows\System32
                              version.dll         (10.0.10586.0) 0x00000000de1d0000 0x0000a000 C:\Windows\System32
                            VSPerf140.dll         (14.0.24720.0) 0x00000000ca0c0000 0x00046000 C:\Windows\System32
                                  wer.dll       (10.0.10586.162) 0x00000000dddc0000 0x000a0000 C:\Windows\System32
                      windows.storage.dll       (10.0.10586.162) 0x00000000e11a0000 0x00645000 C:\Windows\System32
                        windowscodecs.dll         (10.0.10586.0) 0x00000000dbae0000 0x001b1000 C:\Windows\System32
                              winhttp.dll        (10.0.10586.71) 0x00000000de9b0000 0x000c8000 C:\Windows\System32
                              wininet.dll       (11.0.10586.122) 0x00000000d1060000 0x002a9000 C:\Windows\System32
                                winmm.dll         (10.0.10586.0) 0x00000000ddf40000 0x00023000 C:\Windows\System32
                            WINMMBASE.dll         (10.0.10586.0) 0x00000000ddef0000 0x0002c000 C:\Windows\System32
                             wintrust.dll         (10.0.10586.0) 0x00000000e1a30000 0x00055000 C:\Windows\System32
                             WinTypes.dll       (10.0.10586.103) 0x00000000d9520000 0x00136000 C:\Windows\System32
                              Wldap32.dll         (10.0.10586.0) 0x00000000e4a90000 0x0005c000 C:\Windows\System32
                               ws2_32.dll         (10.0.10586.0) 0x00000000e2490000 0x0006b000 C:\Windows\System32
                          X3DAudio1_7.dll          (9.28.1886.0) 0x000000006fb70000 0x00009000 C:\Windows\System32
                            XAPOFX1_5.dll          (9.29.1962.0) 0x00000000ca250000 0x00015000 C:\Windows\System32
                            XAudio2_7.dll          (9.29.1962.0) 0x00000000ada80000 0x0008b000 C:\Windows\System32
                            XINPUT1_3.dll           (9.18.944.0) 0x0000000000400000 0x0001e000 C:\Windows\System32
                             comctl32.dll         (10.0.10586.0) 0x00000000dd950000 0x00274000 C:\Windows\WinSxS\amd64_microsoft.windows.common-controls_6595b64144ccf1df_6.0.10586.0_none_8c15ae12515e1c22
             ue4editor-cablecomponent.dll             (4.10.4.0) 0x00000000ae2d0000 0x0004a000 cablecomponent/binaries/win64
                ue4editor-characterai.dll             (4.10.4.0) 0x00000000c5880000 0x0001c000 characterai/binaries/win64
        ue4editor-custommeshcomponent.dll             (4.10.4.0) 0x00000000ae280000 0x00041000 custommeshcomponent/binaries/win64
                              icudt53.dll              (0.0.0.0) 0x0000000067820000 0x00002000 engine/binaries/thirdparty/icu/icu4c-53_1/win64/vs2015
                              icuin53.dll             (53.1.0.0) 0x000000006f7a0000 0x0022d000 engine/binaries/thirdparty/icu/icu4c-53_1/win64/vs2015
                              icuio53.dll             (53.1.0.0) 0x000000006f700000 0x00014000 engine/binaries/thirdparty/icu/icu4c-53_1/win64/vs2015
                              icule53.dll             (53.1.0.0) 0x000000006f740000 0x00058000 engine/binaries/thirdparty/icu/icu4c-53_1/win64/vs2015
                              iculx53.dll             (53.1.0.0) 0x000000006f720000 0x00013000 engine/binaries/thirdparty/icu/icu4c-53_1/win64/vs2015
                              icuuc53.dll             (53.1.0.0) 0x000000006fb80000 0x001a9000 engine/binaries/thirdparty/icu/icu4c-53_1/win64/vs2015
                                 leap.dll              (2.2.6.0) 0x00000000ae090000 0x0016b000 engine/binaries/thirdparty/leap/win64
                              nvtt_64.dll              (2.0.6.0) 0x00000000c7f90000 0x00027000 engine/binaries/thirdparty/nvtexturetools/win64
                            libogg_64.dll              (1.2.2.0) 0x00000000d35b0000 0x00012000 engine/binaries/thirdparty/ogg/win64/vs2015
             apex_clothingprofile_x64.dll              (0.0.0.0) 0x00000000b6550000 0x0016e000 engine/binaries/thirdparty/physx/apex-1.3/win64/vs2015
         apex_destructibleprofile_x64.dll              (0.0.0.0) 0x00000000b66c0000 0x001d6000 engine/binaries/thirdparty/physx/apex-1.3/win64/vs2015
               apex_legacyprofile_x64.dll              (0.0.0.0) 0x00000000b5fa0000 0x0030d000 engine/binaries/thirdparty/physx/apex-1.3/win64/vs2015
             apexframeworkprofile_x64.dll              (0.0.0.0) 0x00000000bae30000 0x00132000 engine/binaries/thirdparty/physx/apex-1.3/win64/vs2015
                       nvtoolsext64_1.dll              (0.0.0.0) 0x00000000d7320000 0x00010000 engine/binaries/thirdparty/physx/physx-3.3/win64/vs2015
              physx3commonprofile_x64.dll              (0.0.0.0) 0x00000000b6b50000 0x0017e000 engine/binaries/thirdparty/physx/physx-3.3/win64/vs2015
             physx3cookingprofile_x64.dll              (0.0.0.0) 0x00000000c6690000 0x0002e000 engine/binaries/thirdparty/physx/physx-3.3/win64/vs2015
                    physx3profile_x64.dll              (0.0.0.0) 0x00000000b68a0000 0x002ad000 engine/binaries/thirdparty/physx/physx-3.3/win64/vs2015
                     textureconverter.dll              (0.0.0.0) 0x00000000b5970000 0x00626000 engine/binaries/thirdparty/qualcomm/win64
                         libvorbis_64.dll              (1.3.2.0) 0x00000000c0dd0000 0x001a7000 engine/binaries/thirdparty/vorbis/win64/vs2015
                     libvorbisfile_64.dll              (1.3.2.0) 0x00000000d7360000 0x0000e000 engine/binaries/thirdparty/vorbis/win64/vs2015
 ue4editor-android_astctargetplatform.dll             (4.10.4.0) 0x00000000d0180000 0x00039000 engine/binaries/win64/android
  ue4editor-android_atctargetplatform.dll             (4.10.4.0) 0x00000000d0140000 0x00038000 engine/binaries/win64/android
  ue4editor-android_dxttargetplatform.dll             (4.10.4.0) 0x00000000d0100000 0x00038000 engine/binaries/win64/android
 ue4editor-android_etc1targetplatform.dll             (4.10.4.0) 0x00000000d00c0000 0x00038000 engine/binaries/win64/android
 ue4editor-android_etc2targetplatform.dll             (4.10.4.0) 0x00000000d0080000 0x00038000 engine/binaries/win64/android
 ue4editor-android_multitargetplatform.dll             (4.10.4.0) 0x00000000d0040000 0x0003a000 engine/binaries/win64/android
 ue4editor-android_pvrtctargetplatform.dll             (4.10.4.0) 0x00000000d0000000 0x00038000 engine/binaries/win64/android
      ue4editor-androidtargetplatform.dll             (4.10.4.0) 0x00000000d01c0000 0x00038000 engine/binaries/win64/android
        ue4editor-html5targetplatform.dll             (4.10.4.0) 0x00000000cffd0000 0x0002e000 engine/binaries/win64/html5
          ue4editor-iostargetplatform.dll             (4.10.4.0) 0x00000000c4fe0000 0x00042000 engine/binaries/win64/ios
                            libfbxsdk.dll           (2016.1.0.0) 0x00000000b6ea0000 0x00eba000 engine/binaries/win64
 ue4editor-linuxnoeditortargetplatform.dll             (4.10.4.0) 0x00000000c5a10000 0x0002e000 engine/binaries/win64/linux
  ue4editor-linuxservertargetplatform.dll             (4.10.4.0) 0x00000000c4300000 0x0002e000 engine/binaries/win64/linux
        ue4editor-linuxtargetplatform.dll             (4.10.4.0) 0x00000000c3420000 0x00038000 engine/binaries/win64/linux
            ue4editor-actorpickermode.dll             (4.10.4.0) 0x00000000cf000000 0x00030000 engine/binaries/win64
           ue4editor-addcontentdialog.dll             (4.10.4.0) 0x00000000c7150000 0x00128000 engine/binaries/win64
                    ue4editor-aigraph.dll             (4.10.4.0) 0x00000000b1980000 0x000b5000 engine/binaries/win64
                   ue4editor-aimodule.dll             (4.10.4.0) 0x00000000c47e0000 0x004ac000 engine/binaries/win64
                ue4editor-aitestsuite.dll             (4.10.4.0) 0x00000000adb10000 0x0009e000 engine/binaries/win64
   ue4editor-alldesktoptargetplatform.dll             (4.10.4.0) 0x00000000d1c20000 0x00023000 engine/binaries/win64
                  ue4editor-animgraph.dll             (4.10.4.0) 0x00000000cf030000 0x00180000 engine/binaries/win64
           ue4editor-animgraphruntime.dll             (4.10.4.0) 0x00000000c5a40000 0x00084000 engine/binaries/win64
               ue4editor-appframework.dll             (4.10.4.0) 0x00000000c86c0000 0x00448000 engine/binaries/win64
              ue4editor-assetregistry.dll             (4.10.4.0) 0x00000000b1290000 0x000af000 engine/binaries/win64
                 ue4editor-assettools.dll             (4.10.4.0) 0x00000000b2090000 0x00239000 engine/binaries/win64
           ue4editor-audioformatadpcm.dll             (4.10.4.0) 0x00000000d3770000 0x00020000 engine/binaries/win64
             ue4editor-audioformatogg.dll             (4.10.4.0) 0x00000000c3a60000 0x00022000 engine/binaries/win64
            ue4editor-audioformatopus.dll             (4.10.4.0) 0x00000000c0d50000 0x00079000 engine/binaries/win64
       ue4editor-automationcontroller.dll             (4.10.4.0) 0x00000000ad270000 0x00060000 engine/binaries/win64
         ue4editor-automationmessages.dll             (4.10.4.0) 0x00000000ad230000 0x0003a000 engine/binaries/win64
           ue4editor-automationworker.dll             (4.10.4.0) 0x00000000ab880000 0x00033000 engine/binaries/win64
         ue4editor-behaviortreeeditor.dll             (4.10.4.0) 0x00000000b1b30000 0x0027e000 engine/binaries/win64
             ue4editor-blueprintgraph.dll             (4.10.4.0) 0x00000000c43a0000 0x0043a000 engine/binaries/win64
                ue4editor-classviewer.dll             (4.10.4.0) 0x00000000c2f10000 0x000f3000 engine/binaries/win64
          ue4editor-collisionanalyzer.dll             (4.10.4.0) 0x00000000b1e30000 0x000f4000 engine/binaries/win64
               ue4editor-configeditor.dll             (4.10.4.0) 0x00000000b22d0000 0x00069000 engine/binaries/win64
                       ue4editor-core.dll             (4.10.4.0) 0x00000000c7530000 0x00844000 engine/binaries/win64
                ue4editor-coreuobject.dll             (4.10.4.0) 0x00000000cf1b0000 0x00489000 engine/binaries/win64
                   ue4editor-d3d11rhi.dll             (4.10.4.0) 0x00000000c2e10000 0x000f3000 engine/binaries/win64
           ue4editor-deriveddatacache.dll             (4.10.4.0) 0x00000000b38d0000 0x00071000 engine/binaries/win64
            ue4editor-desktopplatform.dll             (4.10.4.0) 0x00000000ca7d0000 0x0007a000 engine/binaries/win64
             ue4editor-desktopwidgets.dll             (4.10.4.0) 0x00000000b24c0000 0x00032000 engine/binaries/win64
       ue4editor-detailcustomizations.dll             (4.10.4.0) 0x00000000b25a0000 0x008d7000 engine/binaries/win64
           ue4editor-directorywatcher.dll             (4.10.4.0) 0x00000000c9820000 0x00061000 engine/binaries/win64
                ue4editor-editorstyle.dll             (4.10.4.0) 0x00000000c8410000 0x002ab000 engine/binaries/win64
              ue4editor-editorwidgets.dll             (4.10.4.0) 0x00000000c3460000 0x000aa000 engine/binaries/win64
                     ue4editor-engine.dll             (4.10.4.0) 0x00000000b7d60000 0x03052000 engine/binaries/win64
             ue4editor-enginemessages.dll             (4.10.4.0) 0x00000000d22d0000 0x0002e000 engine/binaries/win64
             ue4editor-enginesettings.dll             (4.10.4.0) 0x00000000d1bb0000 0x00040000 engine/binaries/win64
                    ue4editor-foliage.dll             (4.10.4.0) 0x00000000c7fc0000 0x00122000 engine/binaries/win64
          ue4editor-functionaltesting.dll             (4.10.4.0) 0x00000000b1db0000 0x0007f000 engine/binaries/win64
          ue4editor-gamelivestreaming.dll             (4.10.4.0) 0x00000000ad9a0000 0x00050000 engine/binaries/win64
           ue4editor-gameplaydebugger.dll             (4.10.4.0) 0x00000000b1a40000 0x000e7000 engine/binaries/win64
               ue4editor-gameplaytags.dll             (4.10.4.0) 0x00000000c6560000 0x00097000 engine/binaries/win64
              ue4editor-gameplaytasks.dll             (4.10.4.0) 0x00000000c70e0000 0x00061000 engine/binaries/win64
        ue4editor-gameplaytaskseditor.dll             (4.10.4.0) 0x00000000b1940000 0x00036000 engine/binaries/win64
      ue4editor-gameprojectgeneration.dll             (4.10.4.0) 0x00000000c3be0000 0x0025e000 engine/binaries/win64
                ue4editor-grapheditor.dll             (4.10.4.0) 0x00000000c1690000 0x00488000 engine/binaries/win64
          ue4editor-hardwaretargeting.dll             (4.10.4.0) 0x00000000c4330000 0x00061000 engine/binaries/win64
         ue4editor-headmounteddisplay.dll             (4.10.4.0) 0x00000000c6f40000 0x00038000 engine/binaries/win64
                  ue4editor-hotreload.dll             (4.10.4.0) 0x00000000afad0000 0x0006e000 engine/binaries/win64
                       ue4editor-http.dll             (4.10.4.0) 0x00000000c7470000 0x000bc000 engine/binaries/win64
                  ue4editor-imagecore.dll             (4.10.4.0) 0x00000000d6cb0000 0x0001d000 engine/binaries/win64
               ue4editor-imagewrapper.dll             (4.10.4.0) 0x00000000c0bf0000 0x00156000 engine/binaries/win64
                  ue4editor-inputcore.dll             (4.10.4.0) 0x00000000d35d0000 0x00072000 engine/binaries/win64
       ue4editor-internationalization.dll             (4.10.4.0) 0x00000000d1d20000 0x0005d000 engine/binaries/win64
 ue4editor-internationalizationsettings.dll             (4.10.4.0) 0x00000000b23d0000 0x0008e000 engine/binaries/win64
                       ue4editor-json.dll             (4.10.4.0) 0x00000000d3790000 0x0002f000 engine/binaries/win64
              ue4editor-jsonutilities.dll             (4.10.4.0) 0x00000000cfba0000 0x0003c000 engine/binaries/win64
                     ue4editor-kismet.dll             (4.10.4.0) 0x00000000c21a0000 0x0097d000 engine/binaries/win64
             ue4editor-kismetcompiler.dll             (4.10.4.0) 0x00000000c3a90000 0x00142000 engine/binaries/win64
              ue4editor-kismetwidgets.dll             (4.10.4.0) 0x00000000c5f40000 0x000d0000 engine/binaries/win64
                  ue4editor-landscape.dll             (4.10.4.0) 0x00000000c9010000 0x00321000 engine/binaries/win64
       ue4editor-launchdaemonmessages.dll             (4.10.4.0) 0x00000000cfa90000 0x00025000 engine/binaries/win64
              ue4editor-levelsequence.dll             (4.10.4.0) 0x00000000cfb10000 0x0006a000 engine/binaries/win64
             ue4editor-materialeditor.dll             (4.10.4.0) 0x00000000c3e40000 0x00241000 engine/binaries/win64
 ue4editor-materialshaderqualitysettings.dll             (4.10.4.0) 0x00000000d0ac0000 0x00088000 engine/binaries/win64
          ue4editor-materialutilities.dll             (4.10.4.0) 0x00000000d13e0000 0x0003b000 engine/binaries/win64
                      ue4editor-media.dll             (4.10.4.0) 0x00000000ca150000 0x00020000 engine/binaries/win64
                ue4editor-mediaassets.dll             (4.10.4.0) 0x00000000b2370000 0x00054000 engine/binaries/win64
              ue4editor-meshutilities.dll             (4.10.4.0) 0x00000000b37f0000 0x000d1000 engine/binaries/win64
                 ue4editor-messagelog.dll             (4.10.4.0) 0x00000000b1f60000 0x0012d000 engine/binaries/win64
                  ue4editor-messaging.dll             (4.10.4.0) 0x00000000c0f80000 0x00070000 engine/binaries/win64
          ue4editor-metalshaderformat.dll             (4.10.4.0) 0x00000000b5800000 0x00135000 engine/binaries/win64
                ue4editor-movieplayer.dll             (4.10.4.0) 0x00000000d7250000 0x00058000 engine/binaries/win64
                 ue4editor-moviescene.dll             (4.10.4.0) 0x00000000c83a0000 0x00066000 engine/binaries/win64
          ue4editor-moviescenecapture.dll             (4.10.4.0) 0x00000000b2500000 0x00093000 engine/binaries/win64
            ue4editor-moviescenetools.dll             (4.10.4.0) 0x00000000b3110000 0x0017d000 engine/binaries/win64
           ue4editor-moviescenetracks.dll             (4.10.4.0) 0x00000000c5030000 0x000ec000 engine/binaries/win64
                    ue4editor-navmesh.dll             (4.10.4.0) 0x00000000cfd50000 0x000a0000 engine/binaries/win64
                ue4editor-networkfile.dll             (4.10.4.0) 0x00000000c8120000 0x00041000 engine/binaries/win64
                 ue4editor-networking.dll             (4.10.4.0) 0x00000000d0360000 0x0001f000 engine/binaries/win64
                    ue4editor-niagara.dll             (4.10.4.0) 0x00000000c6f80000 0x000a5000 engine/binaries/win64
     ue4editor-onlineblueprintsupport.dll             (4.10.4.0) 0x00000000b1910000 0x0002f000 engine/binaries/win64
            ue4editor-onlinesubsystem.dll             (4.10.4.0) 0x00000000ca850000 0x000a6000 engine/binaries/win64
       ue4editor-onlinesubsystemutils.dll             (4.10.4.0) 0x00000000b6cd0000 0x001cc000 engine/binaries/win64
                  ue4editor-opengldrv.dll             (4.10.4.0) 0x00000000c1520000 0x00167000 engine/binaries/win64
              ue4editor-packethandler.dll             (4.10.4.0) 0x00000000d2d40000 0x00021000 engine/binaries/win64
                    ue4editor-pakfile.dll             (4.10.4.0) 0x00000000d0df0000 0x00053000 engine/binaries/win64
               ue4editor-physxformats.dll             (4.10.4.0) 0x00000000b3710000 0x000d1000 engine/binaries/win64
           ue4editor-profilermessages.dll             (4.10.4.0) 0x00000000adbb0000 0x00035000 engine/binaries/win64
            ue4editor-profilerservice.dll             (4.10.4.0) 0x00000000adbf0000 0x00049000 engine/binaries/win64
                   ue4editor-projects.dll             (4.10.4.0) 0x00000000d2440000 0x0006e000 engine/binaries/win64
             ue4editor-propertyeditor.dll             (4.10.4.0) 0x00000000c1b20000 0x00671000 engine/binaries/win64
                    ue4editor-rawmesh.dll             (4.10.4.0) 0x00000000d2b60000 0x00022000 engine/binaries/win64
 ue4editor-reliabilityhandlercomponent.dll             (4.10.4.0) 0x00000000d6c60000 0x0001c000 engine/binaries/win64
                 ue4editor-rendercore.dll             (4.10.4.0) 0x00000000d23d0000 0x0006c000 engine/binaries/win64
                   ue4editor-renderer.dll             (4.10.4.0) 0x00000000c0240000 0x00939000 engine/binaries/win64
                        ue4editor-rhi.dll             (4.10.4.0) 0x00000000d09c0000 0x000b9000 engine/binaries/win64
                ue4editor-sandboxfile.dll             (4.10.4.0) 0x00000000d2140000 0x0002c000 engine/binaries/win64
                  ue4editor-sequencer.dll             (4.10.4.0) 0x00000000b2e80000 0x00287000 engine/binaries/win64
              ue4editor-serialization.dll             (4.10.4.0) 0x00000000b11c0000 0x0005d000 engine/binaries/win64
            ue4editor-sessionmessages.dll             (4.10.4.0) 0x00000000b3640000 0x0002b000 engine/binaries/win64
            ue4editor-sessionservices.dll             (4.10.4.0) 0x00000000b3670000 0x0004a000 engine/binaries/win64
                   ue4editor-settings.dll             (4.10.4.0) 0x00000000d0310000 0x00035000 engine/binaries/win64
       ue4editor-shadercompilercommon.dll             (4.10.4.0) 0x00000000b56f0000 0x0005c000 engine/binaries/win64
                 ue4editor-shadercore.dll             (4.10.4.0) 0x00000000cfbe0000 0x0010a000 engine/binaries/win64
            ue4editor-shaderformatd3d.dll             (4.10.4.0) 0x00000000b56b0000 0x00034000 engine/binaries/win64
         ue4editor-shaderformatopengl.dll             (4.10.4.0) 0x00000000b5580000 0x0012c000 engine/binaries/win64
         ue4editor-shaderpreprocessor.dll             (4.10.4.0) 0x00000000b5750000 0x000ad000 engine/binaries/win64
      ue4editor-sharedsettingswidgets.dll             (4.10.4.0) 0x00000000b2460000 0x00054000 engine/binaries/win64
                      ue4editor-slate.dll             (4.10.4.0) 0x00000000c9980000 0x005be000 engine/binaries/win64
                  ue4editor-slatecore.dll             (4.10.4.0) 0x00000000c9340000 0x002d8000 engine/binaries/win64
           ue4editor-slaterhirenderer.dll             (4.10.4.0) 0x00000000c1460000 0x000b9000 engine/binaries/win64
                    ue4editor-sockets.dll             (4.10.4.0) 0x00000000cfac0000 0x0004b000 engine/binaries/win64
           ue4editor-soundclasseditor.dll             (4.10.4.0) 0x00000000ca760000 0x00067000 engine/binaries/win64
             ue4editor-soundcueeditor.dll             (4.10.4.0) 0x00000000d0b70000 0x00059000 engine/binaries/win64
           ue4editor-sourcecodeaccess.dll             (4.10.4.0) 0x00000000b5550000 0x00026000 engine/binaries/win64
              ue4editor-sourcecontrol.dll             (4.10.4.0) 0x00000000c8170000 0x000aa000 engine/binaries/win64
                ue4editor-statsviewer.dll             (4.10.4.0) 0x00000000c9890000 0x000ed000 engine/binaries/win64
              ue4editor-streamingfile.dll             (4.10.4.0) 0x00000000c8fe0000 0x00030000 engine/binaries/win64
    ue4editor-streamingpauserendering.dll             (4.10.4.0) 0x00000000ad9f0000 0x00031000 engine/binaries/win64
             ue4editor-swarminterface.dll             (4.10.4.0) 0x00000000d1a70000 0x0003c000 engine/binaries/win64
             ue4editor-targetplatform.dll             (4.10.4.0) 0x00000000d02d0000 0x0003d000 engine/binaries/win64
                  ue4editor-taskgraph.dll             (4.10.4.0) 0x00000000adc40000 0x000f1000 engine/binaries/win64
          ue4editor-texturecompressor.dll             (4.10.4.0) 0x00000000c7430000 0x00037000 engine/binaries/win64
       ue4editor-textureformatandroid.dll             (4.10.4.0) 0x00000000d2d20000 0x0001f000 engine/binaries/win64
          ue4editor-textureformatastc.dll             (4.10.4.0) 0x00000000d0aa0000 0x00020000 engine/binaries/win64
           ue4editor-textureformatdxt.dll             (4.10.4.0) 0x00000000b6520000 0x00026000 engine/binaries/win64
 ue4editor-textureformatintelispctexcomp.dll             (4.10.4.0) 0x00000000b5940000 0x00027000 engine/binaries/win64
           ue4editor-textureformatpvr.dll             (4.10.4.0) 0x00000000d0380000 0x0001f000 engine/binaries/win64
  ue4editor-textureformatuncompressed.dll             (4.10.4.0) 0x00000000cffb0000 0x0001c000 engine/binaries/win64
                        ue4editor-umg.dll             (4.10.4.0) 0x00000000c66c0000 0x00404000 engine/binaries/win64
                  ue4editor-umgeditor.dll             (4.10.4.0) 0x00000000b3290000 0x003aa000 engine/binaries/win64
                ue4editor-unrealaudio.dll             (4.10.4.0) 0x00000000c9790000 0x00085000 engine/binaries/win64
                   ue4editor-unrealed.dll             (4.10.4.0) 0x00000000b3950000 0x019bb000 engine/binaries/win64
           ue4editor-unrealedmessages.dll             (4.10.4.0) 0x00000000d0990000 0x00024000 engine/binaries/win64
             ue4editor-utilityshaders.dll             (4.10.4.0) 0x00000000ca170000 0x00038000 engine/binaries/win64
                   ue4editor-vectorvm.dll             (4.10.4.0) 0x00000000ca1e0000 0x00054000 engine/binaries/win64
                      ue4editor-voice.dll             (4.10.4.0) 0x00000000c2d90000 0x0007b000 engine/binaries/win64
             ue4editor-widgetcarousel.dll             (4.10.4.0) 0x00000000ca710000 0x00042000 engine/binaries/win64
 ue4editor-windowsclienttargetplatform.dll             (4.10.4.0) 0x00000000d02a0000 0x0002d000 engine/binaries/win64
 ue4editor-windowsnoeditortargetplatform.dll             (4.10.4.0) 0x00000000d0270000 0x0002d000 engine/binaries/win64
 ue4editor-windowsservertargetplatform.dll             (4.10.4.0) 0x00000000d0240000 0x0002c000 engine/binaries/win64
      ue4editor-windowstargetplatform.dll             (4.10.4.0) 0x00000000d0200000 0x00038000 engine/binaries/win64
     ue4editor-workspacemenustructure.dll             (4.10.4.0) 0x00000000b1f30000 0x00022000 engine/binaries/win64
                    ue4editor-xaudio2.dll             (4.10.4.0) 0x00000000b36c0000 0x00050000 engine/binaries/win64
                  ue4editor-xmlparser.dll             (4.10.4.0) 0x00000000aea40000 0x0002f000 engine/binaries/win64
                       ue4editor-xmpp.dll             (4.10.4.0) 0x00000000bc650000 0x00236000 engine/binaries/win64
 ue4editor-exampledeviceprofileselector.dll             (4.10.4.0) 0x00000000d4380000 0x0001c000 exampledeviceprofileselector/binaries/win64
            ue4editor-html5networking.dll             (4.10.4.0) 0x00000000ae690000 0x00052000 html5networking/binaries/win64
       ue4editor-leapmotioncontroller.dll             (4.10.4.0) 0x00000000ae200000 0x0007e000 leapmotioncontroller/binaries/win64
 ue4editor-lightpropagationvolumeruntime.dll             (4.10.4.0) 0x00000000b2340000 0x0002f000 lightpropagationvolume/binaries/win64
                ue4editor-oculusinput.dll             (4.10.4.0) 0x00000000ae060000 0x0002b000 oculusinput/binaries/win64
              ue4editor-oculuslibrary.dll             (4.10.4.0) 0x00000000ae020000 0x0003d000 oculuslibrary/binaries/win64
                 ue4editor-oculusrift.dll             (4.10.4.0) 0x00000000c01b0000 0x00090000 oculusrift/binaries/win64
                    ue4editor-paper2d.dll             (4.10.4.0) 0x00000000b15f0000 0x00180000 paper2d/binaries/win64
      ue4editor-perforcesourcecontrol.dll             (4.10.4.0) 0x00000000aeb10000 0x0024b000 perforcesourcecontrol/binaries/win64
    ue4editor-proceduralmeshcomponent.dll             (4.10.4.0) 0x00000000adfb0000 0x00067000 proceduralmeshcomponent/binaries/win64
                ue4editor-slateremote.dll             (4.10.4.0) 0x00000000adef0000 0x0002d000 slateremote/binaries/win64
                    ue4editor-steamvr.dll             (4.10.4.0) 0x00000000adf50000 0x00055000 steamvr/binaries/win64
          ue4editor-steamvrcontroller.dll             (4.10.4.0) 0x00000000adf20000 0x00022000 steamvr/binaries/win64
              ue4editor-substancecore.dll             (4.10.0.0) 0x00000000b1340000 0x002a9000 substance/binaries/win64
    ue4editor-subversionsourcecontrol.dll             (4.10.4.0) 0x00000000aea70000 0x00093000 subversionsourcecontrol/binaries/win64
               ue4editor-udpmessaging.dll             (4.10.4.0) 0x00000000b1220000 0x0006e000 udpmessaging/binaries/win64
              ue4editor-uobjectplugin.dll             (4.10.4.0) 0x00000000aea10000 0x00025000 uobjectplugin/binaries/win64
 ue4editor-visualstudiosourcecodeaccess.dll             (4.10.4.0) 0x00000000ae9d0000 0x0003a000 visualstudiosourcecodeaccess/binaries/win64
         ue4editor-windowsmovieplayer.dll             (4.10.4.0) 0x00000000b1770000 0x0003a000 windowsmovieplayer/binaries/win64
                   ue4editor-wmfmedia.dll             (4.10.4.0) 0x00000000b18a0000 0x0003d000 wmfmedia/binaries/win64
                  ue4editor-word-5383.dll             (4.10.4.0) 0x00000000aa450000 0x00068000 word/binaries/win64
 
 
 Report end!
 

Product Version: UE 4.10
Tags:
blueprint_data.png (104.1 kB)
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asked Apr 02 '16 at 04:25 PM in C++ Programming

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Danford
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1 answer: sort voted first

The answer to solving the problem was simply changing Material Background from M_StatueGlass to something that wasn't transparent. The transparent material was causing the crash that wasn't really giving helpfully information until I dug into the engine a little bit. Here's what I found. The crash occurs at \4.10\Engine\Source\Runtime\Renderer\Private\ForwardBasePassRendering.h:628

 /** Processes a base pass mesh using an unknown light map policy, and unknown fog density policy. */
 template<typename ProcessActionType, int32 NumDynamicPointLights>
 void ProcessBasePassMeshForForwardShading(
     FRHICommandList& RHICmdList,
     const FProcessBasePassMeshParameters& Parameters,
     const ProcessActionType& Action
     )
 {
     // Check for a cached light-map.
     const bool bIsLitMaterial = Parameters.ShadingModel != MSM_Unlit;
     if (bIsLitMaterial)
     {
         const FLightMapInteraction LightMapInteraction = (Parameters.Mesh.LCI && bIsLitMaterial) 
             ? Parameters.Mesh.LCI->GetLightMapInteraction(Parameters.FeatureLevel) 
             : FLightMapInteraction();

     // crashes on the line below due to Action being null.
         const FLightSceneInfo* SimpleDirectionalLight = Action.GetSimpleDirectionalLight();
         const bool bUseMovableLight = SimpleDirectionalLight && !SimpleDirectionalLight->Proxy->HasStaticShadowing();
 
         if (LightMapInteraction.GetType() == LMIT_Texture)

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answered Apr 06 '16 at 02:55 AM

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Danford
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