Build failed when generating terrain hold Error: Unhandled Exception: EXCEPTION_ACCESS_VIOLATION 0x0000000000000001

Summary

Build failed when generating terrain hold
LogWorldPartitionEditor: Error: #### COMMANDLET OUTPUT >> [2024.12.14-20.59.11:142][358]LogThreadingWindows: Error: Runnable thread Background Worker #19 crashed.
LogWorldPartitionEditor: Error: #### COMMANDLET OUTPUT >> [2024.12.14-20.59.11:142][358]LogWindows: Error: === Critical error: ===
LogWorldPartitionEditor: Error: #### COMMANDLET OUTPUT >> [2024.12.14-20.59.11:142][358]LogWindows: Error:
LogWorldPartitionEditor: Error: #### COMMANDLET OUTPUT >> [2024.12.14-20.59.11:142][358]LogWindows: Error: Fatal error!
LogWorldPartitionEditor: Error: #### COMMANDLET OUTPUT >> [2024.12.14-20.59.11:142][358]LogWindows: Error:
LogWorldPartitionEditor: Error: #### COMMANDLET OUTPUT >> [2024.12.14-20.59.11:142][358]LogWindows: Error: Unhandled Exception: EXCEPTION_ACCESS_VIOLATION 0x0000000000000001
LogWorldPartitionEditor: Error: #### COMMANDLET OUTPUT >> [2024.12.14-20.59.11:142][358]LogWindows: Error:
LogWorldPartitionEditor: Error: #### COMMANDLET OUTPUT >> [2024.12.14-20.59.11:142][358]LogWindows: Error: [Callstack] 0x0000000000000001 UnknownFunction
LogWorldPartitionEditor: Error: #### COMMANDLET OUTPUT >> [2024.12.14-20.59.11:142][358]LogWindows: Error: [Callstack] 0x00007ffcf4bd3549 embree3.dll!UnknownFunction
LogWorldPartitionEditor: Error: #### COMMANDLET OUTPUT >> [2024.12.14-20.59.11:142][358]LogWindows: Error: [Callstack] 0x00007ffcf3342fec embree3.dll!UnknownFunction
LogWorldPartitionEditor: Error: #### COMMANDLET OUTPUT >> [2024.12.14-20.59.11:142][358]LogWindows: Error: [Callstack] 0x00007ffd3df99390 UnrealEditor-MeshUtilities.dll!UnknownFunction
LogWorldPartitionEditor: Error: #### COMMANDLET OUTPUT >> [2024.12.14-20.59.11:142][358]LogWindows: Error: [Callstack] 0x00007ffd3df7946f UnrealEditor-MeshUtilities.dll!UnknownFunction
LogWorldPartitionEditor: Error: #### COMMANDLET OUTPUT >> [2024.12.14-20.59.11:142][358]LogWindows: Error: [Callstack] 0x00007ffd3df8b671 UnrealEditor-MeshUtilities.dll!UnknownFunction
LogWorldPartitionEditor: Error: #### COMMANDLET OUTPUT >> [2024.12.14-20.59.11:142][358]LogWindows: Error: [Callstack] 0x00007ffe8852ee35 UnrealEditor-Core.dll!UnknownFunction
LogWorldPartitionEditor: Error: #### COMMANDLET OUTPUT >> [2024.12.14-20.59.11:142][358]LogWindows: Error: [Callstack] 0x00007ffe8852ecfe UnrealEditor-Core.dll!UnknownFunction
LogWorldPartitionEditor: Error: #### COMMANDLET OUTPUT >> [2024.12.14-20.59.11:142][358]LogWindows: Error: [Callstack] 0x00007ffe885561ad UnrealEditor-Core.dll!UnknownFunction
LogWorldPartitionEditor: Error: #### COMMANDLET OUTPUT >> [2024.12.14-20.59.11:142][358]LogWindows: Error: [Callstack] 0x00007ffe8851b0d6 UnrealEditor-Core.dll!UnknownFunction
LogWorldPartitionEditor: Error: #### COMMANDLET OUTPUT >> [2024.12.14-20.59.11:142][358]LogWindows: Error: [Callstack] 0x00007ffe88727e23 UnrealEditor-Core.dll!UnknownFunction
LogWorldPartitionEditor: Error: #### COMMANDLET OUTPUT >> [2024.12.14-20.59.11:142][358]LogWindows: Error: [Callstack] 0x00007ffe88b7c0ad UnrealEditor-Core.dll!UnknownFunction
LogWorldPartitionEditor: Error: #### COMMANDLET OUTPUT >> [2024.12.14-20.59.11:142][358]LogWindows: Error: [Callstack] 0x00007ffe88b735cf UnrealEditor-Core.dll!UnknownFunction
LogWorldPartitionEditor: Error: #### COMMANDLET OUTPUT >> [2024.12.14-20.59.11:143][358]LogWindows: Error: [Callstack] 0x00007fffa2d9259d KERNEL32.DLL!UnknownFunction
LogWorldPartitionEditor: Error: #### COMMANDLET OUTPUT >> [2024.12.14-20.59.11:143][358]LogWindows: Error:
LogWorldPartitionEditor: Error: #### COMMANDLET OUTPUT >> [2024.12.14-20.59.11:143][358]LogWindows: Error: Crash in runnable thread Background Worker #19
LogWorldPartitionEditor: Error: #### END COMMANDLET OUTPUT ####

Please select what you are reporting on:

Creative

What Type of Bug are you experiencing?

Assets

Steps to Reproduce

How to reproduce this error: I created a new project, then adjusted it to terrain mode, generated terrain, used a height map of 4096, and this error occurred when I built the Hold after generating the terrain. We tried to use different materials to test the terrain and found that this problem occurred when we used the landscape layer blend material node. If we use the default material, this error does not seem to occur and it successfully generates the Hold.

Expected Result

The terrain was successfully constructed

Observed Result

Using a heightmap generated terrain in any project and using a terrain material will cause the terrain hold build to fail

Platform(s)

window

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GPU RTX4090
CPU i9-13900k
RAM 128GB
We installed the latest NVIDIA graphics driver and this problem still occurs. I guess it may be a problem with the terrain material, but we must use the terrain material. If we use the default material, this problem will not occur

I just did a test, if I change to a new project and don’t use terrain materials, it will still report this error

This error may cause our GPU to access invalid memory addresses, so we tried to create a new project and modify the material, etc. This problem still occurs. We only need to change the GPU cache to a very high value to solve this problem, but this is a probability. Sometimes the problem still occurs even if we change the GPU cache size from 32kb to 8192kb. So it can be solved by baking multiple times. This situation was solved after updating NVIDIA’s driver and modifying the GPU cache.