Landscape crashes most of the time when importing

I create a landscape actor, load a heightmap from a 16 Bit PNG file, click on Save All and in 75% of all cases it crashes. I can only try again and again and hope that I get it saved. Usually it will then crash after the successful save when I do other things like moving lights or so.
Once I have the asset saved and can load it after a crash it works fine.

I have also submitted this as a crash report with the keyword “”. Since he requested in the forum that I open a bugreport, I do that too here

MachineId:7AC23A27454F735E0AE159BE55663A6C
EpicAccountId:1cbae012e2d147a296db3291df7677ba

Assertion failed: Result == FPropertyAccess::Success [File:D:\Build\++UE4+Release-4.12+Compile\Sync\Engine\Source\Editor\LandscapeEditor\Private\LandscapeEditorDetailCustomization_NewLandscape.cpp] [Line: 989] 



UE4Editor_UnrealEd!TObjectIterator<UObject>::operator++() [d:\build\++ue4+release-4.12+compile\sync\engine\source\runtime\coreuobject\public\uobject\uobjectiterator.h:289]
UE4Editor_UnrealEd!PackageTools::GetFilteredPackageList() [d:\build\++ue4+release-4.12+compile\sync\engine\source\editor\unrealed\private\packagetools.cpp:64]
UE4Editor_UnrealEd!PackageTools::CheckForReferencesToExternalPackages() [d:\build\++ue4+release-4.12+compile\sync\engine\source\editor\unrealed\private\packagetools.cpp:536]
UE4Editor_UnrealEd!UEditorEngine::PackageUsingExternalObjects() [d:\build\++ue4+release-4.12+compile\sync\engine\source\editor\unrealed\private\playlevel.cpp:3567]
UE4Editor_UnrealEd!FEditorFileUtils::SaveMap() [d:\build\++ue4+release-4.12+compile\sync\engine\source\editor\unrealed\private\filehelpers.cpp:2213]
UE4Editor_UnrealEd!InternalSavePackage() [d:\build\++ue4+release-4.12+compile\sync\engine\source\editor\unrealed\private\filehelpers.cpp:2612]
UE4Editor_UnrealEd!FEditorFileUtils::PromptForCheckoutAndSave() [d:\build\++ue4+release-4.12+compile\sync\engine\source\editor\unrealed\private\filehelpers.cpp:3142]
UE4Editor_UnrealEd!InternalSavePackages() [d:\build\++ue4+release-4.12+compile\sync\engine\source\editor\unrealed\private\filehelpers.cpp:2728]
UE4Editor_UnrealEd!FEditorFileUtils::SaveDirtyPackages() [d:\build\++ue4+release-4.12+compile\sync\engine\source\editor\unrealed\private\filehelpers.cpp:2842]
UE4Editor_ContentBrowser!ContentBrowserUtils::SaveDirtyPackages() [d:\build\++ue4+release-4.12+compile\sync\engine\source\editor\contentbrowser\private\contentbrowserutils.cpp:634]
UE4Editor_ContentBrowser!SContentBrowser::OnSaveClicked() [d:\build\++ue4+release-4.12+compile\sync\engine\source\editor\contentbrowser\private\scontentbrowser.cpp:1741]
UE4Editor_ContentBrowser!TMemberFunctionCaller<SContentBrowser,FReply (__cdecl SContentBrowser::*)(void) __ptr64>::operator()<>() [d:\build\++ue4+release-4.12+compile\sync\engine\source\runtime\core\public\delegates\delegateinstanceinterface_variadics.h:161]
UE4Editor_ContentBrowser!TTupleImpl<TIntegerSequence<unsigned int> >::ApplyAfter_ExplicitReturnType<FReply,TMemberFunctionCaller<SContentBrowser,FReply (__cdecl SContentBrowser::*)(void) __ptr64> >() [d:\build\++ue4+release-4.12+compile\sync\engine\source\runtime\core\public\delegates\tuple.h:128]
UE4Editor_ContentBrowser!TBaseSPMethodDelegateInstance<0,SContentBrowser,0,FReply __cdecl(void)>::Execute() [d:\build\++ue4+release-4.12+compile\sync\engine\source\runtime\core\public\delegates\delegateinstancesimpl_variadics.inl:321]
UE4Editor_Slate!TBaseDelegate<FReply>::Execute() [d:\build\++ue4+release-4.12+compile\sync\engine\source\runtime\core\public\delegates\delegatesignatureimpl_variadics.inl:521]
UE4Editor_Slate!SButton::OnMouseButtonUp() [d:\build\++ue4+release-4.12+compile\sync\engine\source\runtime\slate\private\widgets\input\sbutton.cpp:275]
UE4Editor_Slate!<lambda_8d0e9a1da76abd0a756a3a9d775f5ed1>::operator()() [d:\build\++ue4+release-4.12+compile\sync\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:4598]
UE4Editor_Slate!FEventRouter::Route<FReply,FEventRouter::FToLeafmostPolicy,FPointerEvent,<lambda_8d0e9a1da76abd0a756a3a9d775f5ed1> >() [d:\build\++ue4+release-4.12+compile\sync\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:215]
UE4Editor_Slate!FSlateApplication::RoutePointerUpEvent() [d:\build\++ue4+release-4.12+compile\sync\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:4587]
UE4Editor_Slate!FSlateApplication::ProcessMouseButtonUpEvent() [d:\build\++ue4+release-4.12+compile\sync\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:5041]
UE4Editor_Slate!FSlateApplication::OnMouseUp() [d:\build\++ue4+release-4.12+compile\sync\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:5021]
UE4Editor_Core!FWindowsApplication::ProcessDeferredMessage() [d:\build\++ue4+release-4.12+compile\sync\engine\source\runtime\core\private\windows\windowsapplication.cpp:1510]
UE4Editor_Core!FWindowsApplication::DeferMessage() [d:\build\++ue4+release-4.12+compile\sync\engine\source\runtime\core\private\windows\windowsapplication.cpp:1850]
UE4Editor_Core!FWindowsApplication::ProcessMessage() [d:\build\++ue4+release-4.12+compile\sync\engine\source\runtime\core\private\windows\windowsapplication.cpp:745]
UE4Editor_Core!FWindowsApplication::AppWndProc() [d:\build\++ue4+release-4.12+compile\sync\engine\source\runtime\core\private\windows\windowsapplication.cpp:667]
user32
user32
UE4Editor_Core!FWindowsPlatformMisc::PumpMessages() [d:\build\++ue4+release-4.12+compile\sync\engine\source\runtime\core\private\windows\windowsplatformmisc.cpp:903]
UE4Editor!FEngineLoop::Tick() [d:\build\++ue4+release-4.12+compile\sync\engine\source\runtime\launch\private\launchengineloop.cpp:2729]
UE4Editor!GuardedMain() [d:\build\++ue4+release-4.12+compile\sync\engine\source\runtime\launch\private\launch.cpp:148]
UE4Editor!GuardedMainWrapper() [d:\build\++ue4+release-4.12+compile\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:126]
UE4Editor!WinMain() [d:\build\++ue4+release-4.12+compile\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:200]
UE4Editor!__scrt_common_main_seh() [f:\dd\vctools\crt\vcstartup\src\startup\exe_common.inl:264]

ntdll

Hi ,

Unfortunately, I have not been able to reproduce this on my end.

  • Does this occur in a clean, blank project with no additional content or is it limited to one project?
  • What steps can I take to reproduce this on my end?
  • Does this occur with a specific file or is it any import?
  • How large is the landscape you are attempting to import?

Hi,

  • I created an empty 3rd person template project
  • Then created a new level within it and saved that level. As level I chose the basic level that has nothing but a floor, light and player start.
  • Next I added a new landscape actor
  • I selected “import heightmap” gave it the map I include in this post, left all the default values unchanged, clicked on Import.
  • The landscape appeared.
  • I click on “Save All” and crash.

Sometimes it works, sometime it doesn’t, but for me, most of the time it crashes and I have to repeat it 3 or 4 times until I am able to save the landscape

The included map is a 16 bit PNG

Thank you for submitting a bug report. I have reproduced this issue and logged a report for it here. You can track the report’s status as the issue is reviewed by our development staff.

Hey, thanks. But why is the bug marked as “fixed” in the bug tracker?

Why is this marked as “fixed” in the bug tracker system?

I have done some more research over the weekend. I used a heightmap that is half the size, but it makes no difference.

What does make a difference though is this:

I made a setup where I have a template level that I copy, rename and then import the heightmap. Coincidentally this template was setup so that I could not see the location in the world, where the landscape actor was created. The map was also set to “top view”.

When I imported heightmaps into new landscapes in this setup, I encountered no crashes. I did that for about 15 maps and consistently there were no crashes. The workflow was always the same: Create landscape, import heightmap, click “Save All” immediately without me seeing the landscape actor in the viewport. Only after a successful save would I bring the landscape into view.

Then I changed the setup so that I could see the location where the landscape would be created before I created it and also set the viewport to “perspective”. I created an actor, loaded the heightmap, then moved the camera around a bit, then saved and the crash happened immediately.

I hope that this detail can help to nail the bug.

Edit:
In a later session I could not reproduce the “not crash scenario” anymore. It now crashes even when I dont see the landscape. Still, I had a run of about 15 imports where no crash happened, but this seems to be over now

Hi ,

It is marked as fixed because the error has been fixed internally. It should be made available in 4.13. The fixed status typically means that we have an internal build that is fixed or no longer showing the error in question.