I do apologize in advance for my English as is not my first language.
We’re getting a crash after upgrading from 4.14 to 4.16.2
First just wanted to mention that our game is in VR.
We discover the crash happens when we have the lights baked and when our enemies spawn after a few seconds of them walking around the scene.
We tested in another PC the first batch of enemies will move without triggering the Crash, but when the second enemy type appears and walk a little bit, we get the crash also.
We have found so far that the crash doesn’t trigger if:
- we don’t bake the lights.
- keep the game in Simulate (instead of play) with baked lights.
- play normally with baked lights but without spawning enemies.
After lots of testing and researching, we notice that the crash is related with indirect lighting (we’re using it for our enemies).
After 4.16.2 We also are having some Texture Pool warnings (bigger than 3GB).
We did a quick test in a standalone build, and we get this error: (please notice that this error message doesn’t appear if the game crash from the editor) :
Assertion failed: UpdateRegion.DestX + UpdateRegon.Width <= Texture → GetSizeX()
[File:d:\build++ue4+release-4.16+compile\sync\engine\source\runtime\rhi\public\RHICommandList.h][Line:3090]
UpdateTexture3D out of bounds on X. Texture: IndirectLightingCache_0, 141, 1, 64
So we removed all Indirect Lighting Volumes and set our enemies to don’t use indirect lighting. Now the game isn’t crashing, but we still have the texture pull warning.
Our guess is we’re having some performance issues with 4.16 and that is what is actually crashing our game. Maybe some new features over 4.14?
We want to enable back indirect lighting to improve our game visuals, but first we need help to fix whatever is causing this crash.
Any help will be highly appreciated.
Thanks.