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Particle Ribbon with Collision/Event Generator crash editor/game

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    Particle Ribbon with Collision/Event Generator crash editor/game

    I used a lone particle emittor ribbon that is capable of spewing out water from a hose in a really nice fashion. Once I got what I wanted, I added in the collision and event generator.

    I run the simulator and after a couple of attempts, it crashes. This is the error I get:

    Code:
    [2015.04.01-03.26.36:205][649]LogWindows: === Critical error: ===
    Fatal error: [File:D:\BuildFarm\buildmachine_++depot+UE4-Releases+4.7\Engine\Source\Runtime\RenderCore\Private\RenderingThread.cpp] [Line: 657] 
    Rendering thread exception:
    Fatal error!
    
    Unhandled Exception: EXCEPTION_ACCESS_VIOLATION writing address 0x79d72000
    
    UE4Editor-Engine.dll!FDynamicRibbonEmitterData::FillVertexData() (0x00007ff97b3b60c6) + 4 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\engine\private\particles\particlesystemrender.cpp:5582]
    UE4Editor-Engine.dll!FDynamicTrailsEmitterData::DoBufferFill() (0x00007ff97b31fc6b) + 0 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\engine\public\particlehelper.h:2181]
    UE4Editor-Engine.dll!FDynamicTrailsEmitterData::GetDynamicMeshElementsEmitter() (0x00007ff97b3bea71) + 0 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\engine\private\particles\particlesystemrender.cpp:4959]
    UE4Editor-Engine.dll!FParticleSystemSceneProxy::GetDynamicMeshElements() (0x00007ff97b3bc0ca) + 0 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\engine\private\particles\particlesystemrender.cpp:6347]
    UE4Editor-Renderer.dll!FSceneRenderer::GatherDynamicMeshElements() (0x00007ff975cd7f3c) + 0 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\renderer\private\scenevisibility.cpp:1340]
    UE4Editor-Renderer.dll!FSceneRenderer::ComputeViewVisibility() (0x00007ff975cae607) + 0 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\renderer\private\scenevisibility.cpp:2022]
    UE4Editor-Renderer.dll!FDeferredShadingSceneRenderer::InitViews() (0x00007ff975cefaea) + 0 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\renderer\private\scenevisibility.cpp:2159]
    UE4Editor-Renderer.dll!FDeferredShadingSceneRenderer::Render() (0x00007ff975b5eaf8) + 0 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\renderer\private\deferredshadingrenderer.cpp:638]
    UE4Editor-Renderer.dll!RenderViewFamily_RenderThread() (0x00007ff975d09d80) + 0 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\renderer\private\scenerendering.cpp:1118]
    UE4Editor-Renderer.dll!TGraphTask<`FRendererModule::BeginRenderingViewFamily'::`12'::EURCMacro_FDrawSceneCommand>::ExecuteTask() (0x00007ff975ccb50c) + 18 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\core\public\async\taskgraphinterfaces.h:667]
    UE4Editor-Core.dll!FTaskThread::ProcessTasks() (0x00007ff97cf54fa5) + 0 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\core\private\async\taskgraph.cpp:428]
    UE4Editor-Core.dll!FTaskThread::ProcessTasksUntilQuit() (0x00007ff97cf5518d) + 0 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\core\private\async\taskgraph.cpp:271]
    UE4Editor-RenderCore.dll!RenderingThreadMain() (0x00007ff98cbe2157) + 0 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\rendercore\private\renderingthread.cpp:282]
    UE4Editor-RenderCore.dll!FRenderingThread::Run() (0x00007ff98cbe260a) + 0 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\rendercore\private\renderingthread.cpp:385]
    UE4Editor-Core.dll!FRunnableThreadWin::Run() (0x00007ff97d1b72e6) + 0 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\core\private\windows\windowsrunnablethread.cpp:73]
    UE4Editor-Core.dll!FRunnableThreadWin::GuardedRun() (0x00007ff97d1ac2cd) + 8 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\core\private\windows\windowsrunnablethread.cpp:26]
    KERNEL32.DLL!UnknownFunction (0x00007ff99ddc13d2) + 0 bytes [UnknownFile:0]
    ntdll.dll!UnknownFunction (0x00007ff99f48e954) + 0 bytes [UnknownFile:0]
    ntdll.dll!UnknownFunction (0x00007ff99f48e954) + 0 bytes [UnknownFile:0]
    
    
    
    
    
    [2015.04.01-03.26.36:414][649]LogExit: Executing StaticShutdownAfterError
    [2015.04.01-03.26.36:421][649]LogWindows: FPlatformMisc::RequestExit(1)
    [2015.04.01-03.26.36:421][649]Log file closed, 03/31/15 20:26:36
    Is it just not possible to use a lone ribbon emitter with collision and event generator? This sets me back way to much.

    I can confirm its the collision module that crashes the editor when placed under an emitter with Ribbon Data.
    Last edited by sbnewsom; 03-31-2015, 11:31 PM.
    Current Project: Shadow Over Isolation
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