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Set World Rebase Cause Crash 4.24.3 (Engine Source)

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    Set World Rebase Cause Crash 4.24.3 (Engine Source)

    how to play make a new map place a LandScape then go to levelBP if one (SetWorldOrigen Rebase) is made for the player's position (Ready Result just below the LOG) Remembering that if you don't have LandScape you won't lock the engine


    LoginId:63e0d00547a5267a655516a08128d4de
    EpicAccountId:99668f978b084aaba1df3244e2f945fc

    Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x00000000

    UE4Editor_D3D11RHI!FD3D11DynamicRHI::CommitGraphicsResourceTables() [f:\unrealenginesource\ue4240source\engine\source\runtime\windows\d3d11rhi\private\d3d11commands.cpp:1559]
    UE4Editor_D3D11RHI!FD3D11DynamicRHI::RHIDrawIndexedPrimitive() [f:\unrealenginesource\ue4240source\engine\source\runtime\windows\d3d11rhi\private\d3d11commands.cpp:1662]
    UE4Editor_RHI!FRHICommandDrawIndexedPrimitive::Execute() [f:\unrealenginesource\ue4240source\engine\source\runtime\rhi\public\rhicommandlistcommandexecutes.inl:242]
    UE4Editor_Renderer!FRHICommand<FRHICommandDrawIndexedPrimitive,FRHICommandDrawIndexedPrimitiveString979>::ExecuteAndDestruct() [f:\unrealenginesource\ue4240source\engine\source\runtime\rhi\public\rhicommandlist.h:726]
    UE4Editor_RHI!FRHICommandListExecutor::ExecuteInner_DoExecute() [f:\unrealenginesource\ue4240source\engine\source\runtime\rhi\private\rhicommandlist.cpp:351]
    UE4Editor_RHI!FRHICommandListExecutor::ExecuteInner() [f:\unrealenginesource\ue4240source\engine\source\runtime\rhi\private\rhicommandlist.cpp:622]
    UE4Editor_RHI!FRHICommandListExecutor::ExecuteList() [f:\unrealenginesource\ue4240source\engine\source\runtime\rhi\private\rhicommandlist.cpp:645]
    UE4Editor_RHI!FRHICommandWaitForAndSubmitSubList::Execute() [f:\unrealenginesource\ue4240source\engine\source\runtime\rhi\private\rhicommandlist.cpp:1078]
    UE4Editor_RHI!FRHICommand<FRHICommandWaitForAndSubmitSubList,FRHICommandWaitForAndSubmitSubListString1044>::ExecuteAndDestruct() [f:\unrealenginesource\ue4240source\engine\source\runtime\rhi\public\rhicommandlist.h:726]
    UE4Editor_RHI!FRHICommandListExecutor::ExecuteInner_DoExecute() [f:\unrealenginesource\ue4240source\engine\source\runtime\rhi\private\rhicommandlist.cpp:351]
    UE4Editor_RHI!FRHICommandListExecutor::ExecuteInner() [f:\unrealenginesource\ue4240source\engine\source\runtime\rhi\private\rhicommandlist.cpp:622]
    UE4Editor_RHI!FRHICommandListExecutor::ExecuteList() [f:\unrealenginesource\ue4240source\engine\source\runtime\rhi\private\rhicommandlist.cpp:672]
    UE4Editor_RHI!FRHICommandList::EndScene() [f:\unrealenginesource\ue4240source\engine\source\runtime\rhi\private\rhicommandlist.cpp:1543]
    UE4Editor_Renderer!FSceneRenderer::RenderFinish() [f:\unrealenginesource\ue4240source\engine\source\runtime\renderer\private\scenerendering.cpp:2943]
    UE4Editor_Renderer!FDeferredShadingSceneRenderer::Render() [f:\unrealenginesource\ue4240source\engine\source\runtime\renderer\private\deferredshadingrenderer.cpp:2516]
    UE4Editor_Renderer!RenderViewFamily_RenderThread() [f:\unrealenginesource\ue4240source\engine\source\runtime\renderer\private\scenerendering.cpp:3477]
    UE4Editor_Renderer!TGraphTask<TEnqueueUniqueRenderCommandType<`FRendererModule::BeginRenderingViewFamily'::`35'::FDrawSceneCommandName,<lambda_b560c26d13de87487dca8ab125d275a4> > >::ExecuteTask() [f:\unrealenginesource\ue4240source\engine\source\runtime\core\public\async\taskgraphinterfaces.h:847]
    UE4Editor_Core!FNamedTaskThread::ProcessTasksNamedThread() [f:\unrealenginesource\ue4240source\engine\source\runtime\core\private\async\taskgraph.cpp:686]
    UE4Editor_Core!FNamedTaskThread::ProcessTasksUntilQuit() [f:\unrealenginesource\ue4240source\engine\source\runtime\core\private\async\taskgraph.cpp:583]
    UE4Editor_RenderCore!RenderingThreadMain() [f:\unrealenginesource\ue4240source\engine\source\runtime\rendercore\private\renderingthread.cpp:340]
    UE4Editor_RenderCore!FRenderingThread::Run() [f:\unrealenginesource\ue4240source\engine\source\runtime\rendercore\private\renderingthread.cpp:471]
    UE4Editor_Core!FRunnableThreadWin::Run() [f:\unrealenginesource\ue4240source\engine\source\runtime\core\private\windows\windowsrunnablethread.cpp:96]

    #2
    I´m having the exact same issue
    Email: tessaro.unrealdeveloper@hotmail.com
    BP/C++ Programmer.
    WIP Portfolio: https://filipetessaro.wixsite.com/portfolio
    UE Marketplace: https://unrealengine.com/marketplace...ions-rts-style

    Comment


      #3
      Hey guys, this is an engine bug, it can be resolved by apply the changes listed in the commit for this:
      https://issues.unrealengine.com/issue/UE-86606

      here is the changes:
      https://github.com/EpicGames/UnrealE...00e?diff=split

      I have tested it and applied to my engine and its working a okay now.

      You are out of luck if you cannot do that unfortunatly.

      Good luck!
      Outer Planet Studios
      http://outerplanet.webflow.io/

      Comment

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