4.13 p2 Can't open project since update to preview 2

Hi, i’ve just updated to 4.13 p2, now my project can’t be opened at all. It crashes as soon as it reaches 95% loading.
Here is the crash log as well.

UPDATE: I did remove my only level that has a landscape in it, and now my project open.I’ll try to pin point the problem as much as I can.

UPDATE 2 : okay found out the culprit. Looks like it is still related to the tesselation on the landscape. I already posted about it 2 days ago, and a staff member told me it was a know issue that will be fixed in the 4.13 release. Here is my post : https://answers.unrealengine.com/questions/469636/413-p1-ue-crashes-landscape-paint-tool.html

The difference though, is that now the project won’t open at all instead of just crashing when I want to paint on my landscape. If I disable tesselation on my landscape material, it all works fine.

PS : There is no need to keep this thread alive, but I just wanted to let you know the issue.

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

UE4Editor_Engine!UMaterialInstance::SetParentInternal() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\engine\private\materials\materialinstance.cpp:2141]
UE4Editor_Landscape!ULandscapeComponent::UpdateMaterialInstances() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\landscape\private\landscapeedit.cpp:299]
UE4Editor_Landscape!ULandscapeComponent::PostLoad() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\landscape\private\landscape.cpp:574]
UE4Editor_CoreUObject!UObject::ConditionalPostLoad() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\coreuobject\private\uobject\obj.cpp:810]
UE4Editor_CoreUObject!FAsyncPackage::PostLoadObjects() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\coreuobject\private\serialization\asyncloading.cpp:2212]
UE4Editor_CoreUObject!FAsyncPackage::Tick() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\coreuobject\private\serialization\asyncloading.cpp:1414]
UE4Editor_CoreUObject!FAsyncLoadingThread::ProcessAsyncLoading() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\coreuobject\private\serialization\asyncloading.cpp:722]
UE4Editor_CoreUObject!FAsyncLoadingThread::TickAsyncThread() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\coreuobject\private\serialization\asyncloading.cpp:1001]
UE4Editor_CoreUObject!FAsyncLoadingThread::TickAsyncLoading() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\coreuobject\private\serialization\asyncloading.cpp:898]
UE4Editor_CoreUObject!FlushAsyncLoading() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\coreuobject\private\serialization\asyncloading.cpp:2649]
UE4Editor_Engine!ULevelStreaming::RequestLevel() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\engine\private\levelstreaming.cpp:499]
UE4Editor_Engine!UWorld::UpdateLevelStreamingInner() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\engine\private\world.cpp:2508]
UE4Editor_Engine!UWorld::UpdateLevelStreaming() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\engine\private\world.cpp:2582]
UE4Editor_Engine!UWorld::FlushLevelStreaming() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\engine\private\world.cpp:2611]
UE4Editor_UnrealEd!UEditorEngine::Map_Load() [d:\build\++ue4+release-4.13+compile\sync\engine\source\editor\unrealed\private\editorserver.cpp:2493]
UE4Editor_UnrealEd!UEditorEngine::HandleMapCommand() [d:\build\++ue4+release-4.13+compile\sync\engine\source\editor\unrealed\private\editorserver.cpp:5998]
UE4Editor_UnrealEd!UEditorEngine::Exec() [d:\build\++ue4+release-4.13+compile\sync\engine\source\editor\unrealed\private\editorserver.cpp:5479]
UE4Editor_UnrealEd!UUnrealEdEngine::Exec() [d:\build\++ue4+release-4.13+compile\sync\engine\source\editor\unrealed\private\unrealedsrv.cpp:624]
UE4Editor_UnrealEd!FEditorFileUtils::LoadMap() [d:\build\++ue4+release-4.13+compile\sync\engine\source\editor\unrealed\private\filehelpers.cpp:2178]
UE4Editor_UnrealEd!FEditorFileUtils::LoadDefaultMapAtStartup() [d:\build\++ue4+release-4.13+compile\sync\engine\source\editor\unrealed\private\filehelpers.cpp:3408]
UE4Editor_UnrealEd!FUnrealEdMisc::OnInit() [d:\build\++ue4+release-4.13+compile\sync\engine\source\editor\unrealed\private\unrealedmisc.cpp:302]
UE4Editor_UnrealEd!EditorInit() [d:\build\++ue4+release-4.13+compile\sync\engine\source\editor\unrealed\private\unrealed.cpp:89]
UE4Editor!GuardedMain() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\launch\private\launch.cpp:140]
UE4Editor!GuardedMainWrapper() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:126]
UE4Editor!WinMain() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:202]
UE4Editor!__scrt_common_main_seh() [f:\dd\vctools\crt\vcstartup\src\startup\exe_common.inl:264]
kernel32
ntdll

Thank you

Hi ,

I am looking through your callstacks and it looks like they may be caused by a similar root but might be two separate issues. Can you send me a copy of your landscape material or a sample material that reproduces this error? I’ll be happy to take a look and see if they are the same or if there is something different at work here. Additionally, can you post your logs here? They can be found at \Unreal Projects\PROJECTNAME\saved\logs\

I took 2 pictures to show you the landscape material, it is really simple and if I dare to tick the tesselation box, it explode !

Here is the log as well
[LOG][3]

I have found that this issue was recently reported here. Unfortunately we don’t have any concrete repro steps at present. Do you have any specific steps we can take to reproduce this on our end?

UPDATE: Upon further inspection, it is possible this may not be the same error, can you post your full callstack after the crash from the crash reporter window?

Thanks for the information. I am looking at this now.

Landscape tessellation was overhauled in 4.13 and the backwards compatibility code isn’t working correctly in the case where tessellation was already enabled. If you re-save your landscape level in 4.13, it should work.

Okay i’ve been able to reproduce the problem in a blank project.

  1. Create new project
  2. Add landscape component
  3. Create landscape material ( really basic ) with flat tesselation or PN triangle, doesn’t matter.
  4. Apply the material to the terrain
  5. Create landscape shared data in the landscape paint tool section
  6. Paint terrain
  7. Save everything, and quit project
  8. Re-open project and see the crash occuring.

The only way to re-opening the project is to temporary remove the map using the problematic landscape material.
Re-opening the project, then disabling the tesselation on the material.
Exit the project and replace the map in it’s proper unreal folder.
Then re-apply the material to the landscape component.

You get a crash otherwise.

Here is the crash report from UE from the blank project

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

UE4Editor_Engine!UMaterialInstance::SetParentInternal() [d:\build++ue4+release-4.13+compile\sync\engine\source\runtime\engine\private\materials\materialinstance.cpp:2141]
UE4Editor_Landscape!ULandscapeComponent::UpdateMaterialInstances() [d:\build++ue4+release-4.13+compile\sync\engine\source\runtime\landscape\private\landscapeedit.cpp:299]
UE4Editor_Landscape!ALandscape::PostEditChangeProperty() [d:\build++ue4+release-4.13+compile\sync\engine\source\runtime\landscape\private\landscapeedit.cpp:3860]
UE4Editor_CoreUObject!UObject::PostEditChangeChainProperty() [d:\build++ue4+release-4.13+compile\sync\engine\source\runtime\coreuobject\private\uobject\obj.cpp:388]
UE4Editor_PropertyEditor!FPropertyNode::NotifyPostChange() [d:\build++ue4+release-4.13+compile\sync\engine\source\editor\propertyeditor\private\propertynode.cpp:2008]
UE4Editor_PropertyEditor!FPropertyValueImpl::ImportText() [d:\build++ue4+release-4.13+compile\sync\engine\source\editor\propertyeditor\private\propertyhandleimpl.cpp:464]
UE4Editor_PropertyEditor!FPropertyValueImpl::ImportText() [d:\build++ue4+release-4.13+compile\sync\engine\source\editor\propertyeditor\private\propertyhandleimpl.cpp:315]
UE4Editor_PropertyEditor!FPropertyValueImpl::SendTextToObjectProperty() [d:\build++ue4+release-4.13+compile\sync\engine\source\editor\propertyeditor\private\propertyhandleimpl.cpp:271]
UE4Editor_PropertyEditor!FPropertyHandleObject::SetValue() [d:\build++ue4+release-4.13+compile\sync\engine\source\editor\propertyeditor\private\propertyhandleimpl.cpp:2712]
UE4Editor_PropertyEditor!SPropertyEditorAsset::SetValue() [d:\build++ue4+release-4.13+compile\sync\engine\source\editor\propertyeditor\private\userinterface\propertyeditor\spropertyeditorasset.cpp:558]
UE4Editor_PropertyEditor!SPropertyEditorAsset::OnUse() [d:\build++ue4+release-4.13+compile\sync\engine\source\editor\propertyeditor\private\userinterface\propertyeditor\spropertyeditorasset.cpp:791]
UE4Editor_PropertyEditor!TBaseSPMethodDelegateInstance<0,SPropertyEditorAsset,0,TTypeWrapper __cdecl(void)>::Execute() [d:\build++ue4+release-4.13+compile\sync\engine\source\runtime\core\public\delegates\delegateinstancesimpl.h:317]
UE4Editor_PropertyEditor!TBaseSPMethodDelegateInstance<0,SPropertyEditorAsset,0,void __cdecl(void)>::ExecuteIfSafe() [d:\build++ue4+release-4.13+compile\sync\engine\source\runtime\core\public\delegates\delegateinstancesimpl.h:423]
UE4Editor_PropertyEditor!PropertyCustomizationHelpers::SPropertyEditorButton::OnClick() [d:\build++ue4+release-4.13+compile\sync\engine\source\editor\propertyeditor\private\propertycustomizationhelpers.cpp:68]
UE4Editor_PropertyEditor!TMemberFunctionCaller::operator()<>() [d:\build++ue4+release-4.13+compile\sync\engine\source\runtime\core\public\delegates\delegateinstanceinterface.h:161]
UE4Editor_PropertyEditor!TTupleImpl >::ApplyAfter >() [d:\build++ue4+release-4.13+compile\sync\engine\source\runtime\core\public\delegates\tuple.h:115]
UE4Editor_PropertyEditor!TBaseSPMethodDelegateInstance<0,PropertyCustomizationHelpers::SPropertyEditorButton,0,FReply __cdecl(void)>::Execute() [d:\build++ue4+release-4.13+compile\sync\engine\source\runtime\core\public\delegates\delegateinstancesimpl.h:317]
UE4Editor_Slate!TBaseDelegate::Execute() [d:\build++ue4+release-4.13+compile\sync\engine\source\runtime\core\public\delegates\delegatesignatureimpl.inl:521]
UE4Editor_Slate!SButton::OnMouseButtonUp() [d:\build++ue4+release-4.13+compile\sync\engine\source\runtime\slate\private\widgets\input\sbutton.cpp:278]
UE4Editor_Slate!::operator()() [d:\build++ue4+release-4.13+compile\sync\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:4901]
UE4Editor_Slate!FEventRouter::Route >() [d:\build++ue4+release-4.13+compile\sync\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:215]
UE4Editor_Slate!FSlateApplication::RoutePointerUpEvent() [d:\build++ue4+release-4.13+compile\sync\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:4890]
UE4Editor_Slate!FSlateApplication::ProcessMouseButtonUpEvent() [d:\build++ue4+release-4.13+compile\sync\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:5348]
UE4Editor_Slate!FSlateApplication::OnMouseUp() [d:\build++ue4+release-4.13+compile\sync\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:5328]
UE4Editor_Core!FWindowsApplication::ProcessDeferredMessage() [d:\build++ue4+release-4.13+compile\sync\engine\source\runtime\core\private\windows\windowsapplication.cpp:1584]
UE4Editor_Core!FWindowsApplication::DeferMessage() [d:\build++ue4+release-4.13+compile\sync\engine\source\runtime\core\private\windows\windowsapplication.cpp:1930]
UE4Editor_Core!FWindowsApplication::ProcessMessage() [d:\build++ue4+release-4.13+compile\sync\engine\source\runtime\core\private\windows\windowsapplication.cpp:747]
UE4Editor_Core!FWindowsApplication::AppWndProc() [d:\build++ue4+release-4.13+compile\sync\engine\source\runtime\core\private\windows\windowsapplication.cpp:669]
user32
user32
UE4Editor_Core!FWindowsPlatformMisc::PumpMessages() [d:\build++ue4+release-4.13+compile\sync\engine\source\runtime\core\private\windows\windowsplatformmisc.cpp:905]
UE4Editor!FEngineLoop::Tick() [d:\build++ue4+release-4.13+compile\sync\engine\source\runtime\launch\private\launchengineloop.cpp:2788]
UE4Editor!GuardedMain() [d:\build++ue4+release-4.13+compile\sync\engine\source\runtime\launch\private\launch.cpp:156]
UE4Editor!GuardedMainWrapper() [d:\build++ue4+release-4.13+compile\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:126]
UE4Editor!WinMain() [d:\build++ue4+release-4.13+compile\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:202]
UE4Editor!__scrt_common_main_seh() [f:\dd\vctools\crt\vcstartup\src\startup\exe_common.inl:264]
kernel32
ntdll

Your repro steps say it crashes on load, but that callstack is for a crash assigning the material to the landscape in the editor. Can you confirm when it crashes?

I have reproduced the crash and it is fixed for the next release of 4.13. Thankyou for your help!

Thanks a lot guys, much appreciated :smiley: