Crash when adding weightmap to landmass brush

So I add a landmass brush (I have repeated this with both the material_only and regular custom brushes) and select “affects weightmap”. Then, when I click the + icon to add a weightmap layer to affect, the editor crashes. Here’s the output:

Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x00000038

UE4Editor_Landscape!ALandscape::RegenerateLayersWeightmaps() [d:\build\++ue4\sync\engine\source\runtime\landscape\private\landscapeeditlayers.cpp:3945]
UE4Editor_Landscape!ALandscape::UpdateLayersContent() [d:\build\++ue4\sync\engine\source\runtime\landscape\private\landscapeeditlayers.cpp:4889]
UE4Editor_Landscape!ALandscape::TickLayers() [d:\build\++ue4\sync\engine\source\runtime\landscape\private\landscapeeditlayers.cpp:5077]
UE4Editor_Landscape!ALandscape::TickActor() [d:\build\++ue4\sync\engine\source\runtime\landscape\private\landscape.cpp:3408]
UE4Editor_Engine!FActorTickFunction::ExecuteTick() [d:\build\++ue4\sync\engine\source\runtime\engine\private\actor.cpp:168]
UE4Editor_Engine!FTickFunctionTask::DoTask() [d:\build\++ue4\sync\engine\source\runtime\engine\private\ticktaskmanager.cpp:285]
UE4Editor_Engine!TGraphTask<FTickFunctionTask>::ExecuteTask() [d:\build\++ue4\sync\engine\source\runtime\core\public\async\taskgraphinterfaces.h:847]
UE4Editor_Core!FNamedTaskThread::ProcessTasksNamedThread() [d:\build\++ue4\sync\engine\source\runtime\core\private\async\taskgraph.cpp:686]
UE4Editor_Core!FNamedTaskThread::ProcessTasksUntilIdle() [d:\build\++ue4\sync\engine\source\runtime\core\private\async\taskgraph.cpp:594]
UE4Editor_Engine!FTickTaskSequencer::ReleaseTickGroup() [d:\build\++ue4\sync\engine\source\runtime\engine\private\ticktaskmanager.cpp:577]
UE4Editor_Engine!FTickTaskManager::RunTickGroup() [d:\build\++ue4\sync\engine\source\runtime\engine\private\ticktaskmanager.cpp:1528]
UE4Editor_Engine!UWorld::RunTickGroup() [d:\build\++ue4\sync\engine\source\runtime\engine\private\leveltick.cpp:782]
UE4Editor_Engine!UWorld::Tick() [d:\build\++ue4\sync\engine\source\runtime\engine\private\leveltick.cpp:1567]
UE4Editor_UnrealEd!UEditorEngine::Tick() [d:\build\++ue4\sync\engine\source\editor\unrealed\private\editorengine.cpp:1505]
UE4Editor_UnrealEd!UUnrealEdEngine::Tick() [d:\build\++ue4\sync\engine\source\editor\unrealed\private\unrealedengine.cpp:410]
UE4Editor!FEngineLoop::Tick() [d:\build\++ue4\sync\engine\source\runtime\launch\private\launchengineloop.cpp:4485]
UE4Editor!GuardedMain() [d:\build\++ue4\sync\engine\source\runtime\launch\private\launch.cpp:173]
UE4Editor!GuardedMainWrapper() [d:\build\++ue4\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:134]
UE4Editor!WinMain() [d:\build\++ue4\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:263]
UE4Editor!__scrt_common_main_seh() [d:\agent\_work\2\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl:288]
kernel32
ntdll

Hi Tom,

same for me on 4.25,1,
Layer material works until I create layer blend landscape in the material.
When adding a weight blended layer,
just after clicking ok for the layer path, for the first one.

Unreal crash.

did you found out?

Not quite but I did find a workaround. I created a custom landscape layer brush blueprint and specified the layer names, adding them to the array in code, in the constructor. I still get a crash whenever I try to add a layer using the interface, and Epic has been most decidedly difficult in troubleshooting this. I don’t happen to HAVE a repo large enough for my project nor the time needed to copy the project. I gave some very detailed replication steps AND a crash dump I am surprised they can’t figure it out.