Failed: FMath::IsFinite(TexelFactor) | Vertex Painting?

When I load one of my levels I get this error…
LogOutputDevice: Error: Ensure condition failed: FMath::IsFinite(TexelFactor)

It only happens once per start of the engine, if I load another level and reload the level that caused the error the first time, it doesn’t error again. But if I restart the editor it will happen once again. And I’m pretty sure it only happens in 4.25

I’m wonder if it has something to do with Vertex Painting.

I also get this warning above the call stack when I load the level…
Warning: Spent 0.0s repairing painted vertex colors due to static mesh re-imports! This will happen every load until the maps are resaved.

I re-save like the warning says, but it will still do the same thing the next time I start the editor and load the level.

This level has some buildings made with static meshes that were painted. I selected all the meshes for a house and clicked “Convert selection to Blueprint class”. In the blueprint, the static mesh components are painted like they were in the level. I tried to clear the mesh and reload it, but the paint remains.

Is there a way to paint vertex of a static mesh component in a blueprint or at least clear the paint?
There is a Remove Painted Verticies function in the actor blueprint which i tried in the construction script, but it does nothing.

I get the same Ensure Condition - but have no vertex painting in my project. So it looks like it might not have to do with the Vertex Painting at all.
From source code: TexelFactor is “the world size a texture square holding with unit UVs” - so my guess is, that there’s some UV scaling issue with some object. I did not find the mesh causing this in my case yet.
Just my 2ct…

I had the same issue also,re-import seems to fix but will randomly go haywire after so many times.Must be a ue4 saving error.Test rei-mport package and hurry and finish it before it goes haywire again…and the return of the 10 second load… I noticed the more I worked in the level the slower the load then boom…This only applies in 4.25… I should see will it do the same on a packaged game…like over 50 opens

I have this issue in landscape. Checked with the debugger and when it checks for landscape materials there are 2 default material references from which 1 has TexelFactor is infinity. The problem is that the materials seems to be generated from landscape material, height and weight maps somehow. If I could somehow reset one component’s material it would be great…

Anyone figured this out? I cant package my project

For me it help the answer from @buscas31 from this forum post → https://answers.unrealengine.com/questions/364985/texture-streaming-pool-over-43032619-mb.html

@buscas31 solution from the link, I turned off Texture Streaming in Project Settings > Rendering and the Error: Ensure condition failed stopped happening. But I would prefer to have Texture Streaming turned on.

I was able to make the error stop by just re-saving the level as a new level. I got saving errors, but I just hit continue. The level now doesn’t trigger the error when loading.

Thank Sarlack, It works. They should fix this bug, all of a sudden my code does not compile for no reason.

In case you don’t want to turn off Texture Streaming. I solved this error by changing my Landscape material to something simple and then swapping it back. This appeared to resolve the issue.

I found this out by going into debug mode since I have a CPP project and seeing that LandscapeComponent63 was the culprit.