Clicking on Landscape Tab crashes Editor

Here’s crash log:

MachineId:A7FEA829472A466EF67E0B95A97AE450
EpicAccountId:4e0fdd5bb4014bba994502cde6adf536

Unknown exception - code 00000001 (first/second chance not available)

Assertion failed: FCompression::UncompressMemory( Flags, Dest, Chunk.UncompressedSize, CompressedBuffer, Chunk.CompressedSize, (Padding > 0) ? true : false ) [File:D:\BuildFarm\buildmachine_++depot+UE4-Releases+4.7\Engine\Source\Runtime\Core\Pri

KERNELBASE + 109229 bytes
UE4Editor_Core!FOutputDeviceWindowsError::Serialize() + 292 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\core\private\windows\windowsplatformoutputdevices.cpp:95]
UE4Editor_Core!FOutputDevice::Logf__VA() + 248 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\core\private\misc\outputdevice.cpp:144]
UE4Editor_Core!FDebug::AssertFailed() + 1079 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\core\private\misc\outputdevice.cpp:224]
UE4Editor_Core!FArchive::SerializeCompressed() + 961 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\core\private\serialization\archive.cpp:394]
UE4Editor_CoreUObject!FUntypedBulkData::SerializeBulkData() + 172 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\coreuobject\private\serialization\bulkdata.cpp:1009]
UE4Editor_CoreUObject!FUntypedBulkData::LoadDataIntoMemory() + 123 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\coreuobject\private\serialization\bulkdata.cpp:1113]
UE4Editor_CoreUObject!FUntypedBulkData::Lock() + 149 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\coreuobject\private\serialization\bulkdata.cpp:427]
UE4Editor_Engine!FTextureSource::GetMipData() + 88 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\engine\private\texture.cpp:645]
UE4Editor_Engine!FTextureCacheDerivedDataWorker::GetSourceMips() + 756 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\engine\private\texturederiveddata.cpp:834]
UE4Editor_Engine!FTextureCacheDerivedDataWorker::GetBuildInfo() + 431 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\engine\private\texturederiveddata.cpp:720]
UE4Editor_Engine!FTextureCacheDerivedDataWorker::Finalize() + 94 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\engine\private\texturederiveddata.cpp:910]
UE4Editor_Engine!FTexturePlatformData::FinishCache() + 202 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\engine\private\texturederiveddata.cpp:988]
UE4Editor_Engine!UTexture::FinishCachePlatformData() + 115 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\engine\private\texturederiveddata.cpp:1574]
UE4Editor_Engine!UTexture2D::PostLoad() + 64 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\engine\private\texture2d.cpp:356]
UE4Editor_CoreUObject!UObject::ConditionalPostLoad() + 455 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\coreuobject\private\uobject\obj.cpp:628]
UE4Editor_CoreUObject!EndLoad() + 1724 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\coreuobject\private\uobject\uobjectglobals.cpp:1126]
UE4Editor_CoreUObject!LoadPackageInternal() + 2248 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\coreuobject\private\uobject\uobjectglobals.cpp:906]
UE4Editor_CoreUObject!ResolveName() + 1483 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\coreuobject\private\uobject\uobjectglobals.cpp:610]
UE4Editor_CoreUObject!StaticLoadObject() + 655 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\coreuobject\private\uobject\uobjectglobals.cpp:697]
UE4Editor_LandscapeEditor!ULandscapeEditorObject::Load() + 3875 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\editor\landscapeeditor\private\landscapeeditorobject.cpp:271]
UE4Editor_LandscapeEditor!FEdModeLandscape::Enter() + 9370 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\editor\landscapeeditor\private\landscapeedmode.cpp:407]
UE4Editor_UnrealEd!FEditorModeTools::ActivateMode() + 1281 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\editor\unrealed\private\editormodemanager.cpp:342]
UE4Editor_LevelEditor!SLevelEditor::ToggleEditorMode() + 75 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\editor\leveleditor\private\sleveleditor.cpp:1194]
UE4Editor_LevelEditor!TBaseStaticDelegateInstance::ExecuteIfSafe() + 33 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\core\public\delegates\delegateinstancesimpl_variadics.inl:921]
UE4Editor_Slate!FUICommandList::ExecuteAction() + 134 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\slate\private\framework\commands\uicommandlist.cpp:73]
UE4Editor_Slate!SToolBarButtonBlock::OnClicked() + 301 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\slate\private\framework\multibox\stoolbarbuttonblock.cpp:296]
UE4Editor_Slate!SToolBarButtonBlock::OnCheckStateChanged() + 35 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\slate\private\framework\multibox\stoolbarbuttonblock.cpp:322]
UE4Editor_Slate!TBaseSPMethodDelegateInstance<0,SToolBarButtonBlock,0,TTypeWrapper cdecl(enum ECheckBoxState)>::Execute() + 77 bytes [d:\buildfarm\buildmachine++depot+ue4-releases+4.7\engine\source\runtime\core\public\delegates\delegateinstancesimpl_variadics.inl:282]
UE4Editor_Slate!TBaseSPMethodDelegateInstance<0,SToolBarButtonBlock,0,void cdecl(enum ECheckBoxState)>::ExecuteIfSafe() + 61 bytes [d:\buildfarm\buildmachine++depot+ue4-releases+4.7\engine\source\runtime\core\public\delegates\delegateinstancesimpl_variadics.inl:388]
UE4Editor_Slate!SCheckBox::ToggleCheckedState() + 396 bytes [d:\buildfarm\buildmachine
++depot+ue4-releases+4.7\engine\source\runtime\slate\private\widgets\input\scheckbox.cpp:334]
UE4Editor_Slate!SCheckBox::OnMouseButtonUp() + 201 bytes [d:\buildfarm\buildmachine
++depot+ue4-releases+4.7\engine\source\runtime\slate\private\widgets\input\scheckbox.cpp:232]
UE4Editor_Slate!::operator()() + 188 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:3985]
UE4Editor_Slate!FEventRouter::Route >() + 215 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:202]
UE4Editor_Slate!FSlateApplication::ProcessMouseButtonUpEvent() + 601 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:3988]
UE4Editor_Slate!FSlateApplication::OnMouseUp() + 294 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:3949]
UE4Editor_Core!FWindowsApplication::ProcessDeferredMessage() + 3573 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\core\private\windows\windowsapplication.cpp:1373]
UE4Editor_Core!FWindowsApplication::DeferMessage() + 318 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\core\private\windows\windowsapplication.cpp:1669]
UE4Editor_Core!FWindowsApplication::ProcessMessage() + 4016 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\core\private\windows\windowsapplication.cpp:742]
UE4Editor_Core!FWindowsApplication::AppWndProc() + 114 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\core\private\windows\windowsapplication.cpp:604]
user32 + 105425 bytes
user32 + 104666 bytes
UE4Editor_Core!FWindowsPlatformMisc::PumpMessages() + 118 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\core\private\windows\windowsplatformmisc.cpp:774]
UE4Editor!FEngineLoop::Tick() + 3737 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\launch\private\launchengineloop.cpp:2233]
UE4Editor!GuardedMain() + 1404 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\launch\private\launch.cpp:142]
UE4Editor!GuardedMainWrapper() + 26 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\launch\private\windows\launchwindows.cpp:126]
UE4Editor!WinMain() + 249 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\launch\private\windows\launchwindows.cpp:202]
UE4Editor!__tmainCRTStartup() + 329 bytes [f:\dd\vctools\crt\crtw32\dllstuff\crtexe.c:618]

And my dump log:

Log file open, 04/27/15 15:16:41
LogInit:Display: Running engine for game: MyProject
LogInit: Version: 4.7.6-2513093+++depot+UE4-Releases+4.7
LogInit: API Version: 2455222
LogInit: Compiled (64-bit): Apr 15 2015 12:09:54
LogInit: Compiled with Visual C++: 18.00.21005.01
LogInit: Build Configuration: Development
LogInit: Branch Name: ++depot+UE4-Releases+4.7
LogInit: Command line:
LogInit: Base directory: E:/Program Files/Epic Games/4.7/Engine/Binaries/Win64/
LogInit: Rocket: 1
[2015.04.27-22.16.41:671][ 0]LogTaskGraph: Started task graph with 3 named threads and 4 total threads.
[2015.04.27-22.16.41:715][ 0]LogOnline:Warning: No default platform service specified for OnlineSubsystem
[2015.04.27-22.16.41:740][ 0]LogInit: Presizing for 0 objects not considered by GC, pre-allocating 0 bytes.
[2015.04.27-22.16.41:750][ 0]LogInit: Object subsystem initialized
[2015.04.27-22.16.41:752][ 0]LogConsoleResponse:Warning: Skipping Unknown console variable: ‘TranslucentSortAxis = (X=0.000000,Y=-1.000000,Z=0.000000)’
[2015.04.27-22.16.41:752][ 0]LogConsoleResponse:Warning: Found in ini file ‘C:/Users/Access Please/Documents/Unreal Projects/MyProject/Saved/Config/Windows/Engine.ini’, in section ‘[/Script/Engine.RendererSettings]’
[2015.04.27-22.16.41:752][ 0]LogConsoleResponse:Warning: Skipping Unknown console variable: ‘UIScaleRule = ShortestSide’
[2015.04.27-22.16.41:752][ 0]LogConsoleResponse:Warning: Found in ini file ‘C:/Users/Access Please/Documents/Unreal Projects/MyProject/Saved/Config/Windows/Engine.ini’, in section ‘[/Script/Engine.RendererSettings]’
[2015.04.27-22.16.41:752][ 0]LogConsoleResponse:Warning: Skipping Unknown console variable: ‘UIScaleCurve = (EditorCurveData=(Keys=),ExternalCurve=None)’
[2015.04.27-22.16.41:752][ 0]LogConsoleResponse:Warning: Found in ini file ‘C:/Users/Access Please/Documents/Unreal Projects/MyProject/Saved/Config/Windows/Engine.ini’, in section ‘[/Script/Engine.RendererSettings]’
[2015.04.27-22.16.41:752][ 0]LogInit: Selected Device Profile: [Windows]
[2015.04.27-22.16.41:752][ 0]LogInit: Applying CVar settings loaded from the selected device profile: [Windows]
[2015.04.27-22.16.41:756][ 0]LogInit: Computer: LOKI
[2015.04.27-22.16.41:756][ 0]LogInit: User: AccessPlease
[2015.04.27-22.16.41:756][ 0]LogInit: CPU Page size=4096, Cores=2
[2015.04.27-22.16.41:756][ 0]LogInit: High frequency timer resolution =3.215400 MHz
[2015.04.27-22.16.41:756][ 0]LogMemory: Memory total: Physical=8.0GB (8GB approx) Virtual=8192.0GB
[2015.04.27-22.16.41:757][ 0]LogMemory: Platform Memory Stats for Windows
[2015.04.27-22.16.41:757][ 0]LogMemory: Process Physical Memory: 47.36 MB used, 47.36 MB peak
[2015.04.27-22.16.41:757][ 0]LogMemory: Process Virtual Memory: 27.22 MB used, 27.22 MB peak
[2015.04.27-22.16.41:757][ 0]LogMemory: Physical Memory: 3259.57 MB used, 8155.10 MB total
[2015.04.27-22.16.41:757][ 0]LogMemory: Virtual Memory: 280.44 MB used, 8388608.00 MB total
[2015.04.27-22.16.41:774][ 0]LogD3D11RHI: Found D3D11 adapter 0: AMD Radeon HD 7700 Series (Feature Level 11_0)
[2015.04.27-22.16.41:774][ 0]LogD3D11RHI: Adapter has 1006MB of dedicated video memory, 0MB of dedicated system memory, and 3821MB of shared system memory, 1 output[s]
[2015.04.27-22.16.41:774][ 0]LogD3D11RHI: Chosen D3D11 Adapter Id = 0
[2015.04.27-22.16.41:778][ 0]LogRHI: Texture pool is 704 MB (70% of 1006 MB)
[2015.04.27-22.16.41:782][ 0]LogD3D11RHI: Async texture creation disabled: no driver support
[2015.04.27-22.16.41:833][ 0]LogTextLocalizationManager: The requested culture (‘en_US’) has no localization data; parent culture’s (‘en’) localization data will be used.
[2015.04.27-22.16.41:894][ 0]LogTextLocalizationManager:Warning: Loading localization resources contain conflicting entries for (Namespace:UICommands, Key:Save_ToolTip):
Resource: (E:/Program Files/Epic Games/4.7/Engine/Content/Localization/Editor/en/Editor.locres) Hash: (-29098895) String: (Saves the current level to disk)
Resource: (E:/Program Files/Epic Games/4.7/Engine/Content/Localization/Engine/en/Engine.locres) Hash: (-1280300587) String: (Save selected data to vlog file)
[2015.04.27-22.16.41:894][ 0]LogTextLocalizationManager:Warning: Loading localization resources contain conflicting entries for (Namespace:ContentBrowser, Key:ImportAssetToolTip):
Resource: (E:/Program Files/Epic Games/4.7/Engine/Content/Localization/Editor/en/Editor.locres) Hash: (-630476809) String: (Import to {0}…)
Resource: (E:/Program Files/Epic Games/4.7/Engine/Content/Localization/Editor/en/Editor.locres) Hash: (1271782899) String: (Imports an asset from file to this folder.)
[2015.04.27-22.16.41:978][ 0]LogContentStreaming: Texture pool size is 0.000000MB
[2015.04.27-22.16.44:407][ 0]LogTargetPlatformManager:Display: Building Assets For Windows
[2015.04.27-22.16.44:937][ 0]LogTargetPlatformManager:Display: Building Assets For Windows
[2015.04.27-22.16.45:000][ 0]LogDerivedDataCache:Display: Max Cache Size: 512 MB
[2015.04.27-22.16.45:035][ 0]LogDerivedDataCache: Loaded boot cache 0.03s 39MB C:/Users/Access Please/AppData/Local/UnrealEngine/4.7/DerivedDataCache/Boot.ddc.
[2015.04.27-22.16.45:035][ 0]LogDerivedDataCache:Display: Loaded Boot cache: C:/Users/Access Please/AppData/Local/UnrealEngine/4.7/DerivedDataCache/Boot.ddc
[2015.04.27-22.16.45:035][ 0]LogDerivedDataCache: FDerivedDataBackendGraph: Pak pak cache file C:/Users/Access Please/Documents/Unreal Projects/MyProject/DerivedDataCache/DDC.ddp not found, will not use a pak cache.
[2015.04.27-22.16.45:035][ 0]LogDerivedDataCache: Unable to find inner node Pak for hierarchical cache Hierarchy.
[2015.04.27-22.16.45:168][ 0]LogDerivedDataCache:Display: Pak cache opened for reading …/…/…/Engine/DerivedDataCache/Compressed.ddp.
[2015.04.27-22.16.45:179][ 0]LogDerivedDataCache: Using Local data cache path C:/Users/Access Please/AppData/Local/UnrealEngine/Common/DerivedDataCache: Writable
[2015.04.27-22.16.45:487][ 0]LogMeshUtilities: No automatic mesh reduction module available
[2015.04.27-22.16.45:487][ 0]LogMeshUtilities: No automatic mesh merging module available
[2015.04.27-22.16.45:817][ 0]LogInit: WinSock: version 1.1 (2.2), MaxSocks=32767, MaxUdp=65467
[2015.04.27-22.16.45:894][ 0]LogSlate:Warning: Failed to load font data from ‘…/…/…/Engine/Content/Slate/Fonts/Roboto-Italic.ttf’
[2015.04.27-22.16.46:602][ 0]UdpMessaging: Initializing bridge on interface 0.0.0.0:0 to multicast group 230.0.0.1:6666.
[2015.04.27-22.16.46:795][ 0]SourceControl: Info Source control is disabled
[2015.04.27-22.16.46:795][ 0]SourceControl: Info Source control is disabled
[2015.04.27-22.16.46:795][ 0]SourceControl: Info Source control is disabled
[2015.04.27-22.16.46:795][ 0]LogSourceControl: RunCommandInternalRaw: ‘git version’
[2015.04.27-22.16.46:795][ 0]LogSourceControl: RunCommandInternalRaw: ExecProcess ReturnCode=2 OutResults=’’
[2015.04.27-22.16.46:805][ 0]SourceControl: Info Source control is disabled
[2015.04.27-22.16.46:988][ 0]LogObj: 24232 objects as part of root set at end of initial load.
[2015.04.27-22.16.46:988][ 0]LogUObjectAllocator: 5137176 out of 0 bytes used by permanent object pool.
[2015.04.27-22.16.47:070][ 0]LogEngine: Initializing Engine…
[2015.04.27-22.16.50:242][ 0]LogInit: XAudio2 using ‘Speakers (2- USB PnP Sound Device)’ : 8 channels at 44.1 kHz using 16 bits per sample (channel mask 0x63f)
[2015.04.27-22.16.50:246][ 0]LogInit: FAudioDevice initialized.
[2015.04.27-22.16.50:283][ 0]LogAIModule: Creating AISystem for world NewWorld
[2015.04.27-22.16.50:302][ 0]LogDerivedDataCache: Saved boot cache 0.02s 39MB C:/Users/Access Please/AppData/Local/UnrealEngine/4.7/DerivedDataCache/Boot.ddc.
[2015.04.27-22.16.50:304][ 0]LogInit: Texture streaming: Enabled
[2015.04.27-22.16.50:408][ 0]LogAnalytics: Creating configured Analytics provider AnalyticsET
[2015.04.27-22.16.50:408][ 0]LogAnalytics: ET APIKey = Rocket.Release. APIServer = http://et2.epicgames.com/ET2/. AppVersion = 4.7.6-2513093+++depot+UE4-Releases+4.7
[2015.04.27-22.16.50:408][ 0]LogAnalytics: ET APIKey = Rocket.Release. DataRouterUploadURL = https://datarouter-public-service-gamedev.ol.epicgames.net/datarouter/api/v1/public/data. AppVersion = 4.7.6-2513093+++depot+UE4-Releases+4.7
[2015.04.27-22.16.50:408][ 0]LogAnalytics: SetUserId a7fea829472a466ef67e0b95a97ae450|4e0fdd5bb4014bba994502cde6adf536|26635b62-4c21-4e5e-b6fa-ef569b5a953c
[2015.04.27-22.16.50:408][ 0]LogAnalytics: AnalyticsET::StartSession [Rocket.Release]
[2015.04.27-22.16.50:427][ 0]LogInit: Transaction tracking system initialized
[2015.04.27-22.16.50:600][ 0]BlueprintLog: New page: Editor Load
[2015.04.27-22.16.50:635][ 0]LogAssetRegistry: FAssetRegistry took 0.0101 seconds to start up
[2015.04.27-22.16.50:635][ 0]LogDirectoryWatcher:Warning: Failed to begin reading directory changes for …/…/…/Engine/Plugins/Experimental/CharacterAI/Content/. Error: 0
[2015.04.27-22.16.51:247][ 0]LogTargetPlatformManager:Display: Building Assets For Windows
[2015.04.27-22.16.51:608][ 0]LogTargetPlatformManager:Display: Building Assets For Windows
[2015.04.27-22.16.51:874][ 0]LogSlate:Warning: Failed to load font data from ‘…/…/…/Engine/Content/Editor/Slate/Fonts/Roboto-Regular.ttf’
[2015.04.27-22.16.51:874][ 0]LogSlate:Warning: Failed to load font data from ‘…/…/…/Engine/Content/Editor/Slate/Fonts/Roboto-Bold.ttf’
[2015.04.27-22.16.51:879][ 0]LogConsoleResponse:Display:
[2015.04.27-22.16.52:014][ 0]LogCook:Display: Done creating registry. It took 0.00s.
[2015.04.27-22.16.52:153][ 0]SourceControl: Info Source control is disabled
[2015.04.27-22.16.52:154][ 0]Cmd: MAP LOAD FILE=“C:/Users/Access Please/Documents/Unreal Projects/MyProject/Content/FirstPersonBP/Maps/FirstPersonExampleMap.umap” TEMPLATE=0 SHOWPROGRESS=1 FEATURELEVEL=3
[2015.04.27-22.16.52:154][ 0]LightingResults: New page: Lighting Build
[2015.04.27-22.16.52:167][ 0]MapCheck: New page: Map Check
[2015.04.27-22.16.52:167][ 0]LightingResults: New page: Lighting Build
[2015.04.27-22.16.52:182][ 0]LogParticles: Destroying 0 GPU particle simulations for FXSystem 0x00000000157B0D60
[2015.04.27-22.16.52:194][ 0]LogLinker:Warning: Asset ‘…/…/…/Engine/Content/EngineMeshes/Humanoid.uasset’ has been saved with empty engine version. The asset will be loaded but may be incompatible.
[2015.04.27-22.16.53:842][ 0]LogLinker:Warning: Asset ‘…/…/…/Engine/Content/Functions/Engine_MaterialFunctions01/SpeedTree/SpeedTreeColorVariation.uasset’ has been saved with empty engine version. The asset will be loaded but may be incompatible.
[2015.04.27-22.16.54:228][ 0]LogEditorServer: Finished looking for orphan Actors (0.000 secs)
[2015.04.27-22.16.55:072][ 0]LogRenderer: Adding SpeedTree wind for static mesh Palm_Desktop
[2015.04.27-22.16.55:075][ 0]LogAIModule: Creating AISystem for world FirstPersonExampleMap
[2015.04.27-22.16.55:076][ 0]Cmd: MAP CHECKDEP
[2015.04.27-22.16.55:076][ 0]MapCheck: New page: FirstPersonExampleMap - Apr 27, 2015, 8:16:55 AM
[2015.04.27-22.16.55:156][ 0]MapCheck: Info Map check complete: 0 Error(s), 0 Warning(s), took 79.705ms to complete.
[2015.04.27-22.16.55:156][ 0]LogFileHelpers: Loading map ‘FirstPersonExampleMap’ took 3.003
[2015.04.27-22.16.55:301][ 0]LogCollectionManager: Loaded 0 collections in 0.002056 seconds
[2015.04.27-22.16.55:313][ 0]LogContentBrowser: Native class hierarchy populated in 0.0119 seconds. Added 1696 classes and 261 folders.
[2015.04.27-22.16.55:355][ 0]LogContentBrowser: Native class hierarchy updated for ‘SceneOutliner’ in 0.0020 seconds. Added 1 classes and 2 folders.
[2015.04.27-22.16.55:409][ 0]LogCrashTracker: Crashtracker disabled due to settings.
[2015.04.27-22.16.55:411][ 0]LogSlate:Warning: Failed to load font data from ‘Veranda’
[2015.04.27-22.16.55:414][ 0]LogUObjectGlobals:Warning: Failed to find object ‘Class None.’
[2015.04.27-22.16.55:440][ 0]LogLoad: Full Startup: 15.55 seconds (BP compile: 0.95 seconds)
[2015.04.27-22.16.55:848][ 0]LogContentBrowser:Verbose: The content browser source was changed by the sources view to ‘/Engine/TemplateResources’
[2015.04.27-22.16.55:961][ 0]LogRenderer:Warning: Reallocating scene render targets to support 32x32 (Frame:2).
[2015.04.27-22.16.56:092][ 0]LogRenderer:Warning: Reallocating scene render targets to support 560x432 (Frame:5).
[2015.04.27-22.16.58:452][ 7]LogAssetRegistry: Asset discovery search completed in 7.8276 seconds
[2015.04.27-22.17.02:273][324]LogTexture:Display: Building textures: Texture2D_2 (G8)
[2015.04.27-22.17.02:289][324]LogWindows:Error: Windows GetLastError: The operation completed successfully. (0)
[2015.04.27-22.17.02:289][324]LogCrashTracker:

[2015.04.27-22.17.05:109][324]LogCrashTracker:

[2015.04.27-22.17.05:110][324]LogWindows: === Critical error: ===
Assertion failed: FCompression::UncompressMemory( Flags, Dest, Chunk.UncompressedSize, CompressedBuffer, Chunk.CompressedSize, (Padding > 0) ? true : false ) [File:D:\BuildFarm\buildmachine_++depot+UE4-Releases+4.7\Engine\Source\Runtime\Core\Private\Serialization\Archive.cpp] [Line: 392]

KERNELBASE.dll!UnknownFunction (0x000007fefcbdaaad) + 0 bytes [UnknownFile:0]
UE4Editor-Core.dll!FOutputDeviceWindowsError::Serialize() (0x000007fedb5e8074) + 0 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\core\private\windows\windowsplatformoutputdevices.cpp:95]
UE4Editor-Core.dll!FOutputDevice::Logf__VA() (0x000007fedb467878) + 159 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\core\private\misc\outputdevice.cpp:144]
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UE4Editor-Engine.dll!FTextureCacheDerivedDataWorker::GetBuildInfo() (0x000007fed8fd6bcf) + 0 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\engine\private\texturederiveddata.cpp:720]
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UE4Editor.exe!GuardedMain() (0x000000013f28267c) + 0 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\launch\private\launch.cpp:142]
UE4Editor.exe!GuardedMainWrapper() (0x000000013f2826ea) + 5 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\launch\private\windows\launchwindows.cpp:126]
UE4Editor.exe!WinMain() (0x000000013f292219) + 17 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\launch\private\windows\launchwindows.cpp:202]
UE4Editor.exe!__tmainCRTStartup() (0x000000013f293159) + 21 bytes [f:\dd\vctools\crt\crtw32\dllstuff\crtexe.c:618]
kernel32.dll!UnknownFunction (0x0000000076cd59cd) + 0 bytes [UnknownFile:0]
ntdll.dll!UnknownFunction (0x0000000076e0b891) + 0 bytes [UnknownFile:0]
ntdll.dll!UnknownFunction (0x0000000076e0b891) + 0 bytes [UnknownFile:0]

[2015.04.27-22.17.05:217][324]LogExit: Executing StaticShutdownAfterError
[2015.04.27-22.17.05:220][324]LogWindows: FPlatformMisc::RequestExit(1)
[2015.04.27-22.17.05:220][324]Log file closed, 04/27/15 15:17:05

Hi NoFreeWill,

Which version of the editor are you currently using? Does this occur on a blank project with no additional content or is it limited to one project?

4.7.6 (ie the latest) and I just tried a blank project and it worked OK. So it’s just this one project. For reference I had some landscapes I created in 4.6 but they were having really bad collision problems (after sculpting the landscape the collisions were in the wrong place) so I deleted them (before I upgraded to 4.7). Is there a way to purge old/bad landscape data or something if that is the problem?

Use the console command “RecreateLandscapeCollision” and see if that fixes the error. Additionally, what specific tools did you use while sculpting the landscape? Is the crash only occurring on areas where a specific tool was used or does it crash at any point on the landscape?

Well I deleted the landscapes I was having problems with entirely. I tried that command but it doesn’t do anything as far as I can tell.

The crash happens when I click on Landscape in the Modes tab, not when I try to edit a landscape. I even tried Shift + 3 (the keyboard shortcut) to switch to Landscape mode and it crashed the same just now.

were these landscapes imported from a heightmap or made in editor?

Made in editor

Are they in the persistent level or a sublevel?

I’m not sure what that means, but they were normally created landscapes (ie I hit the create landscape button to make them)

I looked it up and I wasn’t using level streaming or sublevels so I think they were just in the persistent level.

Ok one more question for now and I should be good to go as far as I can tell. Did you alter the landscapes before the crash or did it do this when they were just large landscape planes? This returns back to the question of what sculpting tools were used, but it may make a difference if you, say, used the smoothing tool and then later switched to the landscape modes again or it just happened as soon as you pressed the button with no changes to the landscape.

I used several of the tools, raising, smoothing etc. but again after I had the collision issues I deleted the landscape entirely. Right now I’m just using a flat plane made by scaling the cube tool so there’s no landscape at all in the level.

Ok so you are crashing with just a flat plane on this? I haven’t been able to reproduce this on my end thus far. Do you have any steps that you think may help me to reproduce this on my end?

Create a project in 4.6, make a landscape and use some tools, transfer to 4.7, delete it, then I guess try to open the landscape mode again. I need to use landscapes for my project, what’s the best way to fix this?

Do you have any other major work done in this particular project? Anything that you couldn’t migrate to a new project without significant problems? I am going to continue attempting to reproduce this, however if you didn’t have a lot of work that you would lose or can’t migrate, I would simply migrate your content to a new project that isn’t experiencing this crash.

I made a bunch of blueprints that are important. I tried creating a new project and moving everything over and it doesn’t crash on the landscape tab but it does crash when I try to interact with any of the Starter Content in the content browser… argh

Attached is link textthe crash report for that.

Can you send me a copy of your original project? I’ll take a look and see what I can figure out.

I’m uploading it to Google Drive right now, it might take a while… I’ll send you a link when it’s done

https://drive.google.com/folderview?id=0B7z8lz_yMuJYY3RjYnFZUGpROHM&usp=sharing