unreal 4.14 crash while building lightmaps from command line
UE 4.14 crashes (randomly - say 1 crash every 5 - 10 builds) while building lightmaps for large levels from commandline (ProjectName -run=resavepackages -buildlighting -allowcommandletrendering -map=MapName). The cras occurs ALWAYS in that same place void FTextRenderSceneProxy::DrawStaticElements in a line 'Mesh.MaterialRenderProxy = TextBatch.Material->GetRenderProxy(false);' I'v tried to debug this since TextBatch.Material is a total garbage (bad pointer, definitivelly not UObject derived) but it turns out that inside bool FTextRenderSceneProxy::BuildStringMesh(...) there is a code: if (FontMIDs.IsValid() && FontMIDs->MIDs.IsValidIndex(PageIndex)) TextBatch.Material = FontMIDs->MIDs[PageIndex];
and there is one MIDs (MIDs.Num() == 1) but the MIDs is total garbage to (while it should IMHO be MIDs.Num() == 0, since the used font in question used does not have any MIDs (it's simple offline font) It is know isuue (or is there any way to fix it / avoid, since it literally destroys our automated lightmaps rebuild solution from time to time) ?
asked Dec 01 '16 at 07:53 AM in Bug Reports
This issue will be fixed with 4.15. The was recently fixed internally and doesn't have a JIRA issue for reference.
Thanks for reporting!
answered Dec 05 '16 at 09:50 PM
Tim Hobson ♦♦ STAFF
Follow this question
Once you sign in you will be able to subscribe for any updates here