Crash on Baking Landscape Textures

I’m not sure if this is a bug or something wrong with my PC, but as I scale the terrain up the landscape textures take longer and longer to bake until finally when it gets to twice the original scale the baking takes more than a minute and then the editor crashes before it can finish. (This only happens when you type the number, scaling the terrain in the viewport works fine)

EDIT: I closed UE4 right after I scaled the terrain and now when I try to start it up again it crashes without anything showing up, did I break the whole project?!
Here’s the crash log:

MachineId:28FA970A4D2A3878B217FA881EACDDB3
EpicAccountId:44809254a4ae497f9bd3132884f22a02

Access violation - code c0000005 (first/second chance not available)

“”

UE4Editor_Renderer!FDeferredShadingSceneRenderer::RenderLights() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\renderer\private\lightrendering.cpp:526]
UE4Editor_Renderer!FDeferredShadingSceneRenderer::Render() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\renderer\private\deferredshadingrenderer.cpp:1145]
UE4Editor_Renderer!RenderViewFamily_RenderThread() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\renderer\private\scenerendering.cpp:1582]
UE4Editor_Renderer!TGraphTask<FRendererModule::BeginRenderingViewFamily'::20’::EURCMacro_FDrawSceneCommand>::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]

I tried restarting the project several times but still nothing. Can I somehow delete the terrain from the level without opening it?

This problem stops development completely, is simply copying all the content to a new project and redoing the settings the best way to fix this? The files are more than 50GB so I want to know before I start the process.

Hey Dogsofknowledge,

We appreciate you taking the time to report this issue, and in order for us to effectively assist you we need a bit more information in regards to the crash.

I just ran a simple test on scaling a landscape with manually entered values, but did not receive a crash.

We ask that you take a look at our How to Report a Bug sticky on the forums, for instructions on providing me with the necessary information in order to begin the troubleshooting process.

Let me know if you have questions.

Thank you,

Ok, I’ve done some tests on other projects and I think this is a memory related issue because I can’t get any other projects to crash even with the same settings. In the original project I had LPV and Distance Fields enabled, but Texture Streaming had been disabled.

It’s probably a memory issue because the original project had over 13000 actors and blueprints visible at once, and some of the meshes were over 1m polys. My PC’s RAM usage goes up to 99% but when the crash window appears it goes back to normal.

Is there some way to just remove the landscape from the level?

My DxDiag:

Machine name: JOSHUA-PC

Operating System: Windows 8.1 Single Language 64-bit (6.3, Build 9600) (9600.winblue_ltsb.160119-0600)
Language: English (Regional Setting: English)
System Manufacturer: Hewlett-Packard
System Model: 500-110et
BIOS: 80.07
Processor: Intel(R) Core™ i7-4770 CPU @ 3.40GHz (8 CPUs), ~3.4GHz
Memory: 16384MB RAM
Available OS Memory: 16324MB RAM
Page File: 10563MB used, 9087MB available
Windows Dir: C:\WINDOWS
DirectX Version: DirectX 11
DX Setup Parameters: Not found
User DPI Setting: Using System DPI
System DPI Setting: 96 DPI (100 percent)
DWM DPI Scaling: Disabled
DxDiag Version: 6.03.9600.17415 64bit Unicode


Display Devices

      Card name: NVIDIA GeForce GTX 645
   Manufacturer: NVIDIA
      Chip type: GeForce GTX 645
       DAC type: Integrated RAMDAC
    Device Type: Full Device
     Device Key: Enum\PCI\VEN_10DE&DEV_11C4&SUBSYS_90CC1B0A&REV_A1
 Display Memory: 4033 MB

Dedicated Memory: 1985 MB
Shared Memory: 2048 MB
Current Mode: 1920 x 1080 (32 bit) (60Hz)
Monitor Name: Generic PnP Monitor
Monitor Model: Philips 226V4
Monitor Id: PHLC0B1
Native Mode: 1920 x 1080(p) (60.000Hz)

Disabling texture streaming is probably not the best solution when you have a lot of unique materials and texture fetches. This will take up your Visual RAM and cause your computer to lock up when you go over the texture pool limit.

I would definitely re-enable the texture streaming and take a look at the Texture Streaming Documentation. Also, if you have multiple meshes with a million polygons, you will definitely want a high number of LODs so you are not overloading the project with the amount of polys and triangles that can be rendered to the screen at once

Try locating the .uasset for the landscape in your Content folder and see if you can delete it.

Let me know if you have further questions.

Cheers,

I disabled texture streaming BECAUSE it was taking up Visual RAM. Every texture is blurry when it’s on.

What do you mean by the .uasset for the landscape? I’m using the Landscape tool so there isn’t any asset I can delete.

I opened up the level’s .umap file in Notepad and deleted every mention of “Rio De Janeiro” which is the name of the landscape actor, but when I opened up the UE4 project again my whole PC crashed and I got a BSOD.

If your textures are blurry with Texture Streaming on, you will need to optimize your projects texture streaming settings. This is why I have provided the documentation so you can begin the process of optimization.

Instead of picking through your Project folder and deleting individual files, I would instead, delete your ‘Saved’ and ‘Intermediate’ folders. These folders store temporary data that can sometimes cause issues.

Thanks,

Deleting the Saved and Intermediate folders didn’t change anything, but I was actually able to fix the problem by just opening up the config file in Notepad and setting “Generate Distance Fields” to False. Thanks for your help though!