Im using world composition with multiple levels.
When i select my landscape source and i try to configure the tesselation settings,
if any landscapes proxies are loads in the editor it will crash instantly with this error:
Assertion failed: TessellationFalloffSettings.UseTessellationComponentScreenSizeFalloff == SceneProxy->UseTessellationComponentScreenSizeFalloff [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/Landscape/Private/LandscapeRender.cpp] [Line: 722]
UE4Editor_Core!AssertFailedImplV() [D:\Build++UE4\Sync\Engine\Source\Runtime\Core\Private\Misc\AssertionMacros.cpp:104]
UE4Editor_Core!FDebug::CheckVerifyFailedImpl() [D:\Build++UE4\Sync\Engine\Source\Runtime\Core\Private\Misc\AssertionMacros.cpp:461]
UE4Editor_Landscape!FLandscapeRenderSystem::RegisterEntity() [D:\Build++UE4\Sync\Engine\Source\Runtime\Landscape\Private\LandscapeRender.cpp:722]
UE4Editor_Landscape!FLandscapeNeighborInfo::RegisterNeighbors() [D:\Build++UE4\Sync\Engine\Source\Runtime\Landscape\Private\LandscapeRender.cpp:4507]
UE4Editor_Renderer!FScene::OnLevelAddedToWorld_RenderThread() [D:\Build++UE4\Sync\Engine\Source\Runtime\Renderer\Private\RendererScene.cpp:3620]
UE4Editor_Renderer!TEnqueueUniqueRenderCommandType<FScene::OnLevelAddedToWorld'::
2’::FLevelAddedToWorldName,<lambda_d6db94a44fde36c8904796a160128bfb> >::DoTask() [D:\Build++UE4\Sync\Engine\Source\Runtime\RenderCore\Public\RenderingThread.h:183]
UE4Editor_Renderer!TGraphTask<TEnqueueUniqueRenderCommandType<FScene::OnLevelAddedToWorld'::
2’::FLevelAddedToWorldName,<lambda_d6db94a44fde36c8904796a160128bfb> > >::ExecuteTask() [D:\Build++UE4\Sync\Engine\Source\Runtime\Core\Public\Async\TaskGraphInterfaces.h:886]
UE4Editor_Core!FNamedTaskThread::ProcessTasksNamedThread() [D:\Build++UE4\Sync\Engine\Source\Runtime\Core\Private\Async\TaskGraph.cpp:709]
UE4Editor_Core!FNamedTaskThread::ProcessTasksUntilQuit() [D:\Build++UE4\Sync\Engine\Source\Runtime\Core\Private\Async\TaskGraph.cpp:601]
UE4Editor_RenderCore!RenderingThreadMain() [D:\Build++UE4\Sync\Engine\Source\Runtime\RenderCore\Private\RenderingThread.cpp:373]
UE4Editor_RenderCore!FRenderingThread::Run() [D:\Build++UE4\Sync\Engine\Source\Runtime\RenderCore\Private\RenderingThread.cpp:509]
UE4Editor_Core!FRunnableThreadWin::Run() [D:\Build++UE4\Sync\Engine\Source\Runtime\Core\Private\Windows\WindowsRunnableThread.cpp:86]
So I’ve tried a couple of things :
-First, I’ve tried to update my project to 4.27 to see if this issue has disapeared
but the same scenario happened.
-I’ve tried to search online for some similars issues but i haven’t find anything revelant yet.
-So I’ve tried to replicate this in a blank project :
Here the steps that i followed :
-Create a blank project
-Enable world composition in the world settings
-Create one level
-Make it current level
-Add a landscape
-Go to summons world composition window
-Add multiples adjacents levels
-Select the landscape source
-Edit one of the three tesselation settings in the details panel
-And then the editor crashed
I don’t understand what is going on, i may be wrong but it might be that the landscapes proxies can not change their tessellation settings once created?
Because when i set the settings in the landscape source before adding the adjacents levels everythings works fine. This could be a solution but i already have existings landscapes which I’ve been working for a while so erased them to start again would be very annoying.
Since i don’t understand how world composition is made and why i having this issue i wanna ask if someone know how i can configure the landscape tessellation without my editor crashing.
Thank you for your time