This problem has only started happening recently, and only on a certain level. The editor will crash to desktop any time i try to apply a material to a BSP brush. This problem only occurs when using the Default/starter content materials. Any of my own have no issues. There is no crash when applying the material to a static mesh though. I couldn’t find anything in the event viewer, and the error log Unreal gives me is 80’s technomancy to me:
Access violation - code c0000005 (first/second chance not available)
UE4Editor_Engine!FLightCacheInterface::GetStaticInteraction() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\engine\private\scenemanagement.cpp:505]
UE4Editor_Engine!FModelSceneProxy::FElementInfo::GetInteraction() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\engine\private\modelrender.cpp:578]
UE4Editor_Engine!FModelSceneProxy::GetLightRelevance() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\engine\private\modelrender.cpp:485]
UE4Editor_Renderer!FLightPrimitiveInteraction::Create() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\renderer\private\scenecore.cpp:109]
UE4Editor_Renderer!FLightSceneInfo::AddToScene() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\renderer\private\lightsceneinfo.cpp:102]
UE4Editor_Renderer!FScene::UpdateLightTransform_RenderThread() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\renderer\private\rendererscene.cpp:1329]
UE4Editor_Renderer!`FScene::UpdateLightTransform'::`5'::EURCMacro_UpdateLightTransform::DoTask() [d:\buildfarm\buildmachine_++ue4+release-4.11\engine\source\runtime\renderer\private\rendererscene.cpp:1342]
UE4Editor_Renderer!TGraphTask<`FScene::UpdateLightTransform'::`5'::EURCMacro_UpdateLightTransform>::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]
Other logs show everything normal. Another thing: This error only arises on a single map. Loading up the “Firstperson example” map in the same project and placing a BSP brush and applying a Starter Pack material to it (M_Metal_Rust) will not crash it, but doing the same on the other level will. The level in question has 17 BSP brushes, 73 or so Static meshes, and a 7x7 Landscape. 2 directional lights as well as a sky light. There is a postprocess volume for autoexposure in a certain area, as well as roughly 4 particle systems, 3 of which have been scaled up . Any brushes that had the starter content material applied to it (typically M_Metal_Rust) do not cause errors and will keep their materials. Opening up the offending materials in the material editor works fine.
I’ve been googling this problem for a few days now, doing things like deleting my “Saved” and “Intermediate” Folders but to no effect. I’ve also checked my project (Blueprint based) for null pointers, but still nothing there (although i’m not sure i’ve gone over everything). I believe the error arose after i reorganised my assets into different folders. But that shouldn’t effect the starter content materials.
To recap:
Applying starter content material to a BSP brush will crash the editor, but only on 1 level.
I’m stumped, so hopefully you guys can help me.