x

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 Crash when using Lazy Nav Generation

I am getting the following error when using world composition and Data Gathering Mode for navigation set to Lazy while using nav invokers.

I have tried to copy 1:1 the DefaultEngine settings from the Kite demo but am still getting crashes when opening a level with terrain and a nav bounds volume.

EDIT: Tried using Fixed Pool Size of 1024-4096 and am still getting crashes. HOWEVER, If I set Lazy to Instant and then back again, editor won't crash until I close and restart it.

 MachineId:3FF3E35C49AF8DC84F4322AE9A06D620
 EpicAccountId:1f7b0b68b9e94579b591b5da9adaad67
 
 Access violation - code c0000005 (first/second chance not available)
 
 VCRUNTIME140
 UE4Editor_Engine!TArray<float,NavMeshMemory::FNavigationMemoryStat>::Append<float,NavMeshMemory::FNavigationMemoryStat>() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\core\public\containers\array.h:1790]
 UE4Editor_Engine!RecastGeometryExport::ExportHeightFieldSlice() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\engine\private\ai\navigation\recastnavmeshgenerator.cpp:572]
 UE4Editor_Engine!FRecastGeometryExport::ExportHeightFieldSlice() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\engine\private\ai\navigation\recastnavmeshgenerator.cpp:1086]
 UE4Editor_Landscape!ULandscapeHeightfieldCollisionComponent::GatherGeometrySlice() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\landscape\private\landscapecollision.cpp:1518]
 UE4Editor_Engine!FRecastTileGenerator::DoAsyncGeometryGathering() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\engine\private\ai\navigation\recastnavmeshgenerator.cpp:1715]
 UE4Editor_Engine!FRecastTileGenerator::DoWork() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\engine\private\ai\navigation\recastnavmeshgenerator.cpp:1672]
 UE4Editor_Engine!FAsyncTask<FRecastTileGeneratorWrapper>::DoWork() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\core\public\async\asyncwork.h:256]
 UE4Editor_Engine!FAsyncTask<FRecastTileGeneratorWrapper>::DoThreadedWork() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\core\public\async\asyncwork.h:280]
 UE4Editor_Core!FQueuedThread::Run() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\core\private\hal\threadingbase.cpp:443]
 UE4Editor_Core!FRunnableThreadWin::Run() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\core\private\windows\windowsrunnablethread.cpp:74]
Product Version: UE 4.13
Tags:
more ▼

asked Oct 19 '16 at 07:14 PM in Bug Reports

avatar image

Tarwine
53 9 12 20

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

2 answers: sort voted first

I had crashes as well, I'm assuming you are using Dynamic nav mesh? If so then here are my setting. I just have a dynamic nav invoker on my AI and everything is AOK.

alt text

alt text

1.png (326.0 kB)
2.png (316.0 kB)
more ▼

answered Oct 20 '16 at 02:08 PM

avatar image

Shoiko
638 57 55 68

avatar image Tarwine Oct 20 '16 at 03:13 PM

Thank you. It was specifically MaxSimultaneousTileGenerationJobsCount needed to be set to 1, and my Tile Size UU needed to be smaller than 10k.

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

What's your RecastNavMesh.MaxSimultaneousTileGenerationJobsCount? I never got around to making lazy geometry gathering to work with MaxSimultaneousTileGenerationJobsCount > 1.

more ▼

answered Oct 19 '16 at 07:30 PM

avatar image

MieszkoZ STAFF
7.3k 225 57 413

avatar image Tarwine Oct 19 '16 at 08:26 PM

Setting my MaxSimultaneousTileGenerationJobsCount to 1 fixed the immediate crashing when loading the level.

avatar image MieszkoZ STAFF Oct 20 '16 at 01:12 PM

Navmesh generation is done off the game thread, MaxSimultaneousTileGenerationJobsCount just specifies how many jobs we allow. This shouldn't have noticeable influence on the game thread, unless you have really big tiles with a lot of geometry in them, and even them it would cache the gather geometry and following updates should be seamless.

Having multiple invokers close to each other doesn't impact navmesh generation, the invokers are processed beforehand to figure out which tiles need regeneration and only those get requested.

Have you tried using stat navigation to see what's going on? Or better yet, using UE4 profiling tools?

avatar image Tarwine Oct 20 '16 at 03:11 PM

You're correct, I had to adjust my tile size and dirty areas update frequency. I did use the profiling tools and it led me to the navigation system. I have it working very well now within PIE. However when I launch I am now getting this error -

 MachineId:3FF3E35C49AF8DC84F4322AE9A06D620
 EpicAccountId:1f7b0b68b9e94579b591b5da9adaad67
 
 Assertion failed: NavOctreeInstance [File:D:\Build\++UE4+Release-4.13+Compile\Sync\Engine\Source\Runtime\Engine\Private\AI\Navigation\RecastNavMeshGenerator.cpp] [Line: 1783] 
 
 
 
 UE4Editor_Core!FDebug::AssertFailed() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\core\private\misc\outputdevice.cpp:421]
 UE4Editor_Engine!FRecastTileGenerator::PrepareGeometrySources() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\engine\private\ai\navigation\recastnavmeshgenerator.cpp:1784]
 UE4Editor_Engine!FRecastTileGenerator::Setup() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\engine\private\ai\navigation\recastnavmeshgenerator.cpp:1641]
 UE4Editor_Engine!FRecastNavMeshGenerator::CreateTileGenerator() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\engine\private\ai\navigation\recastnavmeshgenerator.cpp:4000]
 UE4Editor_Engine!FRecastNavMeshGenerator::ProcessTileTasks() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\engine\private\ai\navigation\recastnavmeshgenerator.cpp:4024]
 UE4Editor_Engine!FRecastNavMeshGenerator::TickAsyncBuild() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\engine\private\ai\navigation\recastnavmeshgenerator.cpp:3383]
 UE4Editor_Engine!ANavigationData::TickAsyncBuild() [d:\build\++ue4+release-4.13+compile\sync\engine\source\runtime\engine\private\ai\navigation\navigationdata.cpp:530]
 ...

I can make a new answer post if this is unrelated.

avatar image MieszkoZ STAFF Oct 21 '16 at 01:56 AM

Yes, please.

(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