Hello all!
I am making a project that will depict the building process. I take a BIM model, create a building process in SYNCHRO 360 (animation), and then convert it to .datasmith format through Itwin. Since the object is very healthy, I split it into parts and uploaded it to Unreal 5.1, and at some point, the project started to crash in the “Play” mode with the following error:
LoginId:a9340f914cfcc8e57768f6a037618536
EpicAccountId:33768c35ff6f4eff8d7edae856f7bd67
Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x0000000000000000
UnrealEditor_RHI
UnrealEditor_ITwinUnrealDatasmithPlugin!<lambda_21304599719f863d86503166f37f76d3>::operator()() [C:\i\viewer\plugin_dist\ITwinUnrealDatasmith\HostProject\Plugins\iTwinUnrealDatasmith\Source\ITwinUnrealDatasmithPlugin\Private\ScheduledActor.cpp:370]
UnrealEditor_ITwinUnrealDatasmithPlugin!TEnqueueUniqueRenderCommandType<UpdateTexture<FColor>'::
5’::UpdateTextureCommandsName,<lambda_21304599719f863d86503166f37f76d3> >::DoTask() [D:\Program Files\Epic Games\UE_5.1\Engine\Source\Runtime\RenderCore\Public\RenderingThread.h:206]
UnrealEditor_ITwinUnrealDatasmithPlugin!TGraphTask<TEnqueueUniqueRenderCommandType<UpdateTexture<FColor>'::
5’::UpdateTextureCommandsName,<lambda_21304599719f863d86503166f37f76d3> > >::ExecuteTask() [D:\Program Files\Epic Games\UE_5.1\Engine\Source\Runtime\Core\Public\Async\TaskGraphInterfaces.h:1348]
UnrealEditor_Core
UnrealEditor_Core
UnrealEditor_RenderCore
UnrealEditor_RenderCore
UnrealEditor_Core
UnrealEditor_Core
kernel32
ntdll
I will be glad for your help!