Not a serious problem but there’s some strange behaviour on my end with the HighResShot 2 command when used in combination with Shot. They both work fine when used on their own, but when I use them in a specific order (first HighResShot 2 then Shot right after that) it crashes the editor. When I go to the screenshots folder I find a completely blank (0 KB) bitmap image file with a default screenshot name (ScreenShot00001.bmp etc.).
It always happens, but only when the commands are used in the order I mentioned above, any other combination works fine. I’m pretty sure I remember having this crash back when I was using UDK as well.
MachineId:94E133D7495A22986E20738999062485
EpicAccountId:373458fd106f4ebeb77d7d72a9f645e6
Access violation - code c0000005 (first/second chance not available)
msvcr120 + 247016 bytes
UE4Editor_Core!FArchiveFileWriterGeneric::Serialize() + 359 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\core\private\hal\filemanagergeneric.cpp:761]
UE4Editor_Core!FFileHelper::CreateBitmap() + 1385 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\core\private\misc\coremisc.cpp:430]
UE4Editor_Engine!UGameViewportClient::ProcessScreenShots() + 1180 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\engine\private\gameviewportclient.cpp:1250]
UE4Editor_Engine!FViewport::Draw() + 1247 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\engine\private\unrealclient.cpp:999]
UE4Editor_UnrealEd!UEditorEngine::Tick() + 8339 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\editor\unrealed\private\editor.cpp:1515]
UE4Editor_UnrealEd!UUnrealEdEngine::Tick() + 22 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\editor\unrealed\private\unrealedengine.cpp:347]
UE4Editor!FEngineLoop::Tick() + 4179 bytes [d:\buildfarm\buildmachine_++depot+ue4-releases+4.7\engine\source\runtime\launch\private\launchengineloop.cpp:2257]
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]
Another thing, the GPU driver crashes and is reset by Windows when using HighResShot 4 or higher, I’m aware that this generates an insanely high resolution so a crash is predictable but it’s a bit dangerous since a driver reset crashes a lot of programs including the engine and the launcher itself which might have people lose work if they accidentally typed a number that’s too high.