Search in
Sort by:

Question Status:

Search help

  • Simple searches use one or more words. Separate the words with spaces (cat dog) to search cat,dog or both. Separate the words with plus signs (cat +dog) to search for items that may contain cat but must contain dog.
  • You can further refine your search on the search results page, where you can search by keywords, author, topic. These can be combined with each other. Examples
    • cat dog --matches anything with cat,dog or both
    • cat +dog --searches for cat +dog where dog is a mandatory term
    • cat -dog -- searches for cat excluding any result containing dog
    • [cats] —will restrict your search to results with topic named "cats"
    • [cats] [dogs] —will restrict your search to results with both topics, "cats", and "dogs"

Editor crush when editing metherial

MachineId:D1F16EDA344506B2CABDFBA511ACA6C5 EpicAccountId:6bdf926c2448499fb94d96ff1b4d6d5f


FGenericPlatformMisc::RaiseException(unsigned int) Address = 0x10249a50b [/Users/build/Build/++UE4+Release-4.13+Compile/Sync/Engine/Source/Runtime/Core/Private/GenericPlatform/GenericPlatformMisc.cpp, line 307] [in UE4Editor-Core.dylib] FOutputDeviceMacError::Serialize(wchar_t const*, ELogVerbosity::Type, FName const&) Address = 0x102674d36 [/Users/build/Build/++UE4+Release-4.13+Compile/Sync/Engine/Source/Runtime/Core/Private/Mac/MacPlatformOutputDevices.cpp, line 93] [in UE4Editor-Core.dylib] FOutputDevice::Logf(wchar_t const*, ...) Address = 0x1026f2727 [/Users/build/Build/++UE4+Release-4.13+Compile/Sync/Engine/Source/Runtime/Core/Private/Misc/OutputDevice.cpp, line 94] [in UE4Editor-Core.dylib] FDebug::AssertFailed(char const*, char const*, int, wchar_t const*, ...) Address = 0x1026ede9b [Runtime/Core/Public/Containers/ContainerAllocationPolicies.h, line 484] [in UE4Editor-Core.dylib] FOpenGLDynamicRHI::RHICreateBoundShaderState(FRHIVertexDeclaration*, FRHIVertexShader*, FRHIHullShader*, FRHIDomainShader*, FRHIPixelShader*, FRHIGeometryShader*) Address = 0x1265d6626 [/Users/build/Build/++UE4+Release-4.13+Compile/Sync/Engine/Source/Runtime/OpenGLDrv/Private/OpenGLShaders.cpp, line 2195] [in UE4Editor-OpenGLDrv.dylib] TStaticMeshDrawList >::FDrawingPolicyLink::CreateBoundShaderState() Address = 0x11126b3fc [/Users/build/Build/++UE4+Release-4.13+Compile/Sync/Engine/Source/Runtime/Renderer/Private/StaticMeshDrawList.h, line 255] [in UE4Editor-Renderer.dylib] TStaticMeshDrawList >::AddMesh(FStaticMesh*, TBasePassDrawingPolicy::ElementDataType const&, TBasePassDrawingPolicy const&, ERHIFeatureLevel::Type) Address = 0x111268de3 [/Users/build/Build/++UE4+Release-4.13+Compile/Sync/Engine/Source/Runtime/Renderer/Private/StaticMeshDrawList.inl, line 184] [in UE4Editor-Renderer.dylib] void FDrawBasePassStaticMeshAction::Process(FRHICommandList&, FProcessBasePassMeshParameters const&, FUniformLightMapPolicy const&, FUniformLightMapPolicy::ElementDataType const&) const Address = 0x11126879c [/Users/build/Build/++UE4+Release-4.13+Compile/Sync/Engine/Source/Runtime/Renderer/Private/BasePassRendering.cpp, line 357] [in UE4Editor-Renderer.dylib] void ProcessBasePassMesh(FRHICommandList&, FProcessBasePassMeshParameters const&, FDrawBasePassStaticMeshAction const&) Address = 0x11120bc31 [/Users/build/Build/++UE4+Release-4.13+Compile/Sync/Engine/Source/Runtime/Renderer/Private/BasePassRendering.h, line 1460] [in UE4Editor-Renderer.dylib] FBasePassOpaqueDrawingPolicyFactory::AddStaticMesh(FRHICommandList&, FScene*, FStaticMesh*) Address = 0x1111a227b [/Users/build/Build/++UE4+Release-4.13+Compile/Sync/Engine/Source/Runtime/Renderer/Private/BasePassRendering.cpp, line 406] [in UE4Editor-Renderer.dylib] FStaticMesh::AddToDrawLists(FRHICommandListImmediate&, FScene*) Address = 0x11176d76e [/Users/build/Build/++UE4+Release-4.13+Compile/Sync/Engine/Source/Runtime/Renderer/Private/SceneCore.cpp, line 366] [in UE4Editor-Renderer.dylib] FPrimitiveSceneInfo::AddStaticMeshes(FRHICommandListImmediate&) Address = 0x11176d580 [/Users/build/Build/++UE4+Release-4.13+Compile/Sync/Engine/Source/Runtime/Renderer/Private/PrimitiveSceneInfo.cpp, line 146] [in UE4Editor-Renderer.dylib] FScene::UpdateStaticDrawListsForMaterials_RenderThread(FRHICommandListImmediate&, TArray const&) Address = 0x1117c8767 [/Users/build/Build/++UE4+Release-4.13+Compile/Sync/Engine/Source/Runtime/Renderer/Private/RendererScene.cpp, line 2139] [in UE4Editor-Renderer.dylib] FScene::SetShaderMapsOnMaterialResources_RenderThread(FRHICommandListImmediate&, TMap > const&) Address = 0x1117c7ed3 [/Users/build/Build/++UE4+Release-4.13+Compile/Sync/Engine/Source/Runtime/Core/Public/Containers/ContainerAllocationPolicies.h, line 484] [in UE4Editor-Renderer.dylib] TGraphTask > const&)::EURCMacro_FSetShaderMapOnMaterialResources>::ExecuteTask(TArray&, ENamedThreads::Type) Address = 0x111802469 [/Users/build/Build/++UE4+Release-4.13+Compile/Sync/Engine/Source/Runtime/Core/Public/Containers/Set.h, line 236] [in UE4Editor-Renderer.dylib] FNamedTaskThread::ProcessTasksNamedThread(int, bool) Address = 0x1024ddd00 [/Users/build/Build/++UE4+Release-4.13+Compile/Sync/Engine/Source/Runtime/Core/Private/Async/TaskGraph.cpp, line 259] [in UE4Editor-Core.dylib] FNamedTaskThread::ProcessTasksUntilQuit(int) Address = 0x1024d9705 [/Users/build/Build/++UE4+Release-4.13+Compile/Sync/Engine/Source/Runtime/Core/Private/GenericPlatform/GenericPlatformProcess.cpp, line 504] [in UE4Editor-Core.dylib] FTaskGraphImplementation::ProcessThreadUntilRequestReturn(ENamedThreads::Type) Address = 0x1024d5e91 [/Users/build/Build/++UE4+Release-4.13+Compile/Sync/Engine/Source/Runtime/Core/Private/Async/TaskGraph.cpp, line 1725] [in UE4Editor-Core.dylib] RenderingThreadMain(FEvent*) Address = 0x1092fb324 [/Users/build/Build/++UE4+Release-4.13+Compile/Sync/Engine/Source/Runtime/RenderCore/Private/RenderingThread.cpp, line 319] [in UE4Editor-RenderCore.dylib] FRenderingThread::Run() Address = 0x109311a77 [/Users/build/Build/++UE4+Release-4.13+Compile/Sync/Engine/Source/Runtime/RenderCore/Private/RenderingThread.cpp, line 459] [in UE4Editor-RenderCore.dylib] FRunnableThreadPThread::Run() Address = 0x10252a428 [/Users/build/Build/++UE4+Release-4.13+Compile/Sync/Engine/Source/Runtime/Core/Private/HAL/PThreadRunnableThread.cpp, line 26] [in UE4Editor-Core.dylib] FRunnableThreadPThread::_ThreadProc(void*) Address = 0x1024f0011 [Runtime/Core/Private/GenericPlatform/../HAL/PThreadRunnableThread.h, line 172] [in UE4Editor-Core.dylib] _pthread_body Address = 0x7fff929ae99d (filename not found) [in libsystem_pthread.dylib] _pthread_body Address = 0x7fff929ae91a (filename not found) [in libsystem_pthread.dylib] thread_start Address = 0x7fff929ac351 (filename not found) [in libsystem_pthread.dylib]

Product Version: UE 4.13
more ▼

asked Sep 13 '16 at 09:36 PM in Bug Reports

avatar image

1 1 4 5

avatar image Ed Burgess ♦♦ STAFF Sep 14 '16 at 02:04 PM

Hi Mirackle,

I'm going to need just a bit more information regarding the material you were using that caused the crash. Could you provide screenshots of the material and it's settings?


Ed Burgess

avatar image Mirackle Sep 14 '16 at 02:10 PM

It is simple material imported with static mesh from maya with fbx format.

[1]: /storage/temp/106966-снимок+экрана+2016-09-14+в+17.08.58+(2).png

avatar image Ed Burgess ♦♦ STAFF Sep 19 '16 at 01:46 PM

Hi Mirackle,

We have not heard back from you in a few days, so we are marking this post as Resolved for tracking purposes. If you are still experiencing the issue you reported, please respond to this message with additional information and we will follow up.


Ed Burgess

avatar image Mirackle Sep 19 '16 at 02:30 PM

Just send file to your email.

(comments are locked)
10|2000 characters needed characters left
Viewable by all users

1 answer: sort voted first

Hello Mirackle,

I was unable to reproduce your issue as in I was able to import and edit your asset and materials without a crash. However, I did notice that your asset is 2 million triangles with 93 materials applied. This is not recommended for use for game development as you are probably running out of memory resulting in a crash.

I would highly recommend that you lower the poly count on your asset. Shoot for as low a number you can and still maintain quality (20,000 - 50,000 should be fine). Also you can achieve the look of your asset with a handful of materials and some 2k-4k textures this would be much better than 93 materials with a solid color as each material is another draw call.

Hope that helps,

Ed Burgess

more ▼

answered Sep 19 '16 at 03:43 PM

(comments are locked)
10|2000 characters needed characters left
Viewable by all users
Your answer
toggle preview:

Up to 5 attachments (including images) can be used with a maximum of 5.2 MB each and 5.2 MB total.

Follow this question

Once you sign in you will be able to subscribe for any updates here

Answers to this question