Everything was working fine before the update. But changing to 4.11 breaks the game.
I am able to open the engine but as soon as I open our level the engine crashes!
MachineId:
Access violation - code c0000005 (first/second chance not available)
UE4Editor_Engine!FLocalVertexFactoryShaderParameters::SetMesh() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\engine\private\localvertexfactory.cpp:29]
UE4Editor_Engine!FInstancedStaticMeshVertexFactoryShaderParameters::SetMesh() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\engine\private\instancedstaticmesh.cpp:1859]
UE4Editor_Renderer!FMeshMaterialShader::SetMesh() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\renderer\private\shaderbaseclasses.cpp:467]
UE4Editor_Renderer!TBasePassVertexShaderPolicyParamType::SetMesh() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\renderer\private\basepassrendering.inl:16]
UE4Editor_Renderer!TBasePassDrawingPolicy::SetMeshRenderState() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\renderer\private\basepassrendering.h:909]
UE4Editor_Renderer!FDrawBasePassDynamicMeshAction::Process() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\renderer\private\basepassrendering.cpp:421]
UE4Editor_Renderer!ProcessBasePassMesh() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\renderer\private\basepassrendering.h:1242]
UE4Editor_Renderer!FBasePassOpaqueDrawingPolicyFactory::DrawDynamicMesh() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\renderer\private\basepassrendering.cpp:472]
UE4Editor_Renderer!FDeferredShadingSceneRenderer::RenderBasePassDynamicData() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\renderer\private\deferredshadingrenderer.cpp:426]
UE4Editor_Renderer!FDeferredShadingSceneRenderer::RenderBasePass() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\renderer\private\deferredshadingrenderer.cpp:1875]
UE4Editor_Renderer!FDeferredShadingSceneRenderer::Render() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\renderer\private\deferredshadingrenderer.cpp:1060]
UE4Editor_Renderer!RenderViewFamily_RenderThread() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\renderer\private\scenerendering.cpp:1744]
UE4Editor_Renderer!TGraphTask<FRendererModule::BeginRenderingViewFamily'::
20’::EURCMacro_FDrawSceneCommand>::ExecuteTask() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\core\public\async\taskgraphinterfaces.h:886]
UE4Editor_Core!FNamedTaskThread::ProcessTasksNamedThread() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\core\private\async\taskgraph.cpp:779]
UE4Editor_Core!FNamedTaskThread::ProcessTasksUntilQuit() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\core\private\async\taskgraph.cpp:526]
UE4Editor_RenderCore!RenderingThreadMain() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\rendercore\private\renderingthread.cpp:310]
UE4Editor_RenderCore!FRenderingThread::Run() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\rendercore\private\renderingthread.cpp:417]
UE4Editor_Core!FRunnableThreadWin::Run() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\core\private\windows\windowsrunnablethread.cpp:74]