Working on an update for [Rama’s HUD Tutorial][1] and I’m encountering some crashes. I was able to get all the references and what not updated for UE 4.10. I created a blueprint inheriting the new ahud class WordHUD and am loading the HUD as shown below from my gamemode file in the constructor.
static ConstructorHelpers::FClassFinder<AHUD> TheHUDOb(TEXT("/Game/PuzzleCPP/BP_WordHUD_C"));
if (TheHUDOb.Class != NULL)
{
HUDClass = TheHUDOb.Class;
}
Now when I copy reference it shows Blueprint’/Game/PuzzleCPP/BP_WordHUD_C.BP_WordHUD_C’
I’m not sure what the difference here is from textures but before removing .BP_WordHUD_C from the end UE reported an error attempting to find the BP. Once I was able to get UE to find the BP it began to crash on startup with.
Access violation - code c0000005 (first/second chance not available)
""
UE4Editor_Renderer!ProcessBasePassMeshForForwardShading<FDrawTranslucentMeshForwardShadingAction,0>() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\renderer\private\forwardbasepassrendering.h:628]
UE4Editor_Renderer!FTranslucencyForwardShadingDrawingPolicyFactory::DrawDynamicMesh() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\renderer\private\forwardtranslucentrendering.cpp:222]
UE4Editor_Renderer!FRendererModule::DrawTileMesh() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\renderer\private\renderer.cpp:64]
UE4Editor_Engine!FTileRenderer::DrawTile() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\engine\private\tilerendering.cpp:178]
UE4Editor_Engine!`FCanvasTileRendererItem::Render_GameThread'::`2'::EURCMacro_DrawTileCommand::DoTask() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\engine\private\tilerendering.cpp:326]
UE4Editor_Engine!TGraphTask<`FCanvasTileRendererItem::Render_GameThread'::`2'::EURCMacro_DrawTileCommand>::ExecuteTask() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\core\public\async\taskgraphinterfaces.h:779]
UE4Editor_Core!FTaskThread::ProcessTasks() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\core\private\async\taskgraph.cpp:539]
UE4Editor_Core!FTaskThread::ProcessTasksUntilQuit() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\core\private\async\taskgraph.cpp:340]
UE4Editor_RenderCore!RenderingThreadMain() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\rendercore\private\renderingthread.cpp:310]
UE4Editor_RenderCore!FRenderingThread::Run() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\rendercore\private\renderingthread.cpp:411]
UE4Editor_Core!FRunnableThreadWin::Run() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\core\private\windows\windowsrunnablethread.cpp:74]
The BP Data for BP_WordHUD_C is
WordHUD.cpp
// Fill out your copyright notice in the Description page of Project Settings.
// Copyright 1998-2013 Epic Games, Inc. All Rights Reserved.
//JoyHUD extension by Rama
#include "Word.h"
#include "WordHUD.h"
#define BUTTONTYPE_MAIN_RESTART 1
#define BUTTONTYPE_MAIN_EXIT 2
#define BUTTONTYPE_CONFIRM_YES 1
#define BUTTONTYPE_CONFIRM_NO 2
#define CANVAS_WHITE if(Canvas) Canvas->SetDrawColor(FColor_White);
//Cursor Draw Offset
// use this to position texture over the point of your cursor,
// if the point is not at exactly 0,0
#define CURSOR_DRAW_OFFSET 3
//
//Static Consts
//
const FString AWordHUD::S_Title_Main = FString("Joy!");
const FString AWordHUD::S_Title_Confirm = FString("Exit Game?");
const FString AWordHUD::S_Button_Restart = FString("Restart");
const FString AWordHUD::S_Button_Exit = FString("Exit");
// Colors
const FColor AWordHUD::FColorBlack = FColor(0, 0, 0, 255);
const FColor AWordHUD::FColorRed = FColor(255, 0, 0, 255);
const FColor AWordHUD::FColorYellow = FColor(255, 255, 0, 255);
const FColor AWordHUD::FColorBlue = FColor(0, 0, 255, 255);
const FColor AWordHUD::FColor_White = FColor(255, 255, 255, 255);
// Backgrounds
const FLinearColor AWordHUD::LC_Black = FLinearColor(0, 0, 0, 1);
const FLinearColor AWordHUD::LC_Pink = FLinearColor(1, 0, 1, 1);
const FLinearColor AWordHUD::LC_Red = FLinearColor(1, 0, 0, 1);
const FLinearColor AWordHUD::LC_Yellow = FLinearColor(1, 1, 0, 1);
AWordHUD::AWordHUD(const FObjectInitializer& PCIP) : Super(PCIP)
{
//Draw HUD?
DontDrawHUD = false;
//States
ConfirmDialogOpen = false;
InMainMenu = true;
//Scale
GlobalHUDMult = 1;
DefaultFontScale = 0.7; //scaling down a size 36 font
// I recommend creating fonts at a high resolution / size like 36
// then you can scale down the font as needed to any size of your choice
// this avoids needing to make multiple fonts for different sizes, but have a high
// resolution when you use larger font sizes
}
//Core
void AWordHUD::PostInitializeComponents()
{
Super::PostInitializeComponents();
//Establish the PC
ThePC = GetOwningPlayerController();
//How to get a ref to your custom PC
//AYourPlayerController* YourChar = Cast<AYourPlayerController>(ThePC);
//How to Get The Character
//AYourCharacterClass* YourChar = Cast<AYourCharacterClass>(GetOwningPawn());
}
//===============
// Draw Dialogs
//===============
void AWordHUD::DrawHUD_DrawDialogs()
{
DrawMainMenu();
if (ConfirmDialogOpen) DrawConfirm();
}
//Menus
void AWordHUD::DrawMainMenu()
{
//Background
DrawMaterialSimple(
MaterialBackground,
10, 10,
256,
512,
1.3
);
//Menu Title
//Draw buttons
DrawMainMenuButtons();
}
void AWordHUD::DrawConfirm()
{
//Blue rect with alpha 50%
DrawJoyRect(Canvas->SizeX / 2 - 100, Canvas->SizeY / 2 - 50, 200, 100, FLinearColor(0, 0, 1, 0.2333));
//Confirm Title
//Draw buttons
DrawConfirmButtons();
}
//Buttons
void AWordHUD::DrawMainMenuButtons()
{
//Start Point
float xStart = 100;
float yStart = 110;
//Background
VDrawTile(ButtonBackground, xStart, yStart, 150, 80, FColor(255, 255, 255, 120)); //alpha 120/255
//Text
DrawJoyText(
VerdanaFont, "Restart", xStart + 30, yStart + 20,
LC_Black, DefaultFontScale,
true, LC_Red
);
//Struct
//Add Button If Necessary
// could be cleared and need refreshing if using a different menu
// clear buttons with ButtonsMain.Empty()
if (ButtonsMain.Num() < 1)
{
FJoyButtonStruct newButton = FJoyButtonStruct();
newButton.type = BUTTONTYPE_MAIN_RESTART;
newButton.toolTip = "Restart the Game!";
newButton.minX = xStart;
newButton.maxX = xStart + 150;
newButton.minY = yStart;
newButton.maxY = yStart + 80;
//Add to correct array
ButtonsMain.Add(newButton);
}
xStart = 100;
yStart = 410;
VDrawTile(ButtonBackground, xStart, yStart, 150, 80, FColor(255, 255, 255, 120)); //alpha 120/255
//Text
DrawJoyText(
VerdanaFont, "Exit", xStart + 55, yStart + 20,
LC_Black, DefaultFontScale,
true, LC_Red
);
if (ButtonsMain.Num() < 2)
{
FJoyButtonStruct newButton = FJoyButtonStruct();
newButton.type = BUTTONTYPE_MAIN_EXIT;
newButton.toolTip = "Exit the Game!";
newButton.minX = xStart;
newButton.maxX = xStart + 150;
newButton.minY = yStart;
newButton.maxY = yStart + 80;
//Add to correct array
ButtonsMain.Add(newButton);
}
}
void AWordHUD::DrawConfirmButtons()
{
float xStart = Canvas->SizeX / 2 - 100;
float yStart = Canvas->SizeY / 2 - 40;
//Highlighted?
if (ActiveButton_Type == BUTTONTYPE_CONFIRM_YES) ColorPtr = &LC_Pink;
else ColorPtr = &LC_Yellow;
//Text
DrawJoyText(
VerdanaFont, "Yes", xStart + 30, yStart + 20,
*ColorPtr, DefaultFontScale,
true
);
if (ButtonsConfirm.Num() < 1)
{
FJoyButtonStruct newButton = FJoyButtonStruct();
newButton.type = BUTTONTYPE_CONFIRM_YES;
newButton.toolTip = "";
newButton.minX = xStart;
newButton.maxX = xStart + 75;
newButton.minY = yStart + 20;
newButton.maxY = yStart + 60;
//could use GetTextSize to streamline this
//Add to correct array
ButtonsConfirm.Add(newButton);
}
xStart = Canvas->SizeX / 2 + 20;
yStart = Canvas->SizeY / 2 - 40;
//Highlighted?
if (ActiveButton_Type == BUTTONTYPE_CONFIRM_NO) ColorPtr = &LC_Black;
else ColorPtr = &LC_Yellow;
//Text
DrawJoyText(
VerdanaFont, "No", xStart + 30, yStart + 20,
*ColorPtr, DefaultFontScale,
true
);
if (ButtonsConfirm.Num() < 2)
{
FJoyButtonStruct newButton = FJoyButtonStruct();
newButton.type = BUTTONTYPE_CONFIRM_NO;
newButton.toolTip = "";
newButton.minX = xStart;
newButton.maxX = xStart + 75;
newButton.minY = yStart + 20;
newButton.maxY = yStart + 60;
//could use GetTextSize to streamline this
//Add to correct array
ButtonsConfirm.Add(newButton);
}
}
//===============
// Cursor In Buttons
//===============
int32 AWordHUD::CheckCursorInButton(const TArray<FJoyButtonStruct>& ButtonArray)
{
for (int32 b = 0; b < ButtonArray.Num(); b++)
{
CurCheckButton = &ButtonArray[b];
//check cursor in bounds
if (CurCheckButton->minX <= MouseLocation.X && MouseLocation.X <= CurCheckButton->maxX &&
CurCheckButton->minY <= MouseLocation.Y && MouseLocation.Y <= CurCheckButton->maxY)
{
//Active Button Type
ActiveButton_Type = CurCheckButton->type;
//Tool Tip
ActiveButton_Tip = CurCheckButton->toolTip;
//Change Cursor
CursorHoveringInButton = true;
//Mouse Clicked?
if (ThePC->WasInputKeyJustPressed(EKeys::LeftMouseButton))
{
return ActiveButton_Type;
//~~
//no need to check rest of buttons
}
}
}
//No Click Occurred This Tick
return -1;
}
//Check Confirm
void AWordHUD::CheckCursorInButtonsConfirm()
{
//Check Confirm Buttons
ClickedButtonType = CheckCursorInButton(ButtonsConfirm); //fills global ActiveButton_Type
if (ClickedButtonType == BUTTONTYPE_CONFIRM_YES)
{
ThePC->ConsoleCommand("Exit");
return;
}
if (ClickedButtonType == BUTTONTYPE_CONFIRM_NO)
{
ConfirmDialogOpen = false;
ButtonsConfirm.Empty(); //Buttons not needed anymore
return;
}
}
//Check Buttons
void AWordHUD::CheckCursorInButtonsMain()
{
//Check Confirm Buttons
ClickedButtonType = CheckCursorInButton(ButtonsMain);
if (ClickedButtonType == BUTTONTYPE_MAIN_RESTART)
{
ThePC->ConsoleCommand("RestartLevel");
return;
}
if (ClickedButtonType == BUTTONTYPE_MAIN_EXIT)
{
ConfirmDialogOpen = true;
return;
}
}
void AWordHUD::DrawHUD_CheckCursorInButtons()
{
if (ConfirmDialogOpen)
{
CheckCursorInButtonsConfirm();
//Take Focus Away From All Other buttons
return;
//~
}
//Main
CheckCursorInButtonsMain();
}
void AWordHUD::DrawToolTip()
{
//if mouse is too far to right, draw from left instead
float xStart = MouseLocation.X + 150;
float yStart = MouseLocation.Y + 5;
//out vars
float RV_xLength;
float RV_yLength;
//Text Size
GetTextSize(
ActiveButton_Tip,
RV_xLength,
RV_yLength,
UE4Font,
DefaultFontScale * 2
);
// Decide Draw to Left or to the Right
//Draw to the Left
if (xStart + RV_xLength >= Canvas->SizeX - 40)
{
xStart -= 150 + 140 + 64 + RV_xLength;
//If Text is too long, bring it closer to the cursor
if (xStart < 33) xStart = 33;
}
//Background
DrawJoyRect(
xStart, yStart,
RV_xLength + 70,
80,
FLinearColor(0, 0, 1, 0.7) //alpha 0.7
);
//Tool Tip
DrawText(
ActiveButton_Tip,
LC_Pink,
xStart + 32, yStart + 20,
UE4Font,
DefaultFontScale * 2,
false //scale position of message with HUD scale
);
}
void AWordHUD::DrawHUD_DrawCursor()
{
//Tool Tip
if (ActiveButton_Tip != "") DrawToolTip();
//Cursor Hovering in a Button?
if (CursorHoveringInButton)
{
//pointer tex found?
if (!CursorHoveringButton) return;
DrawFullSizeTile(CursorHoveringButton, MouseLocation.X - CURSOR_DRAW_OFFSET, MouseLocation.Y - CURSOR_DRAW_OFFSET, FColor_White);
}
else
{
//cursor tex found?
if (!CursorMain) return;
DrawFullSizeTile(CursorMain, MouseLocation.X - CURSOR_DRAW_OFFSET, MouseLocation.Y - CURSOR_DRAW_OFFSET, FColor_White);
}
}
void AWordHUD::PlayerInputChecks()
{
//check out this tutorial of mine for a list of all EKeys::
//http://forums.epicgames.com/threads/972861-Tutorials-C-for-UE4-Code-Samples-gt-gt-New-Video-Freeze-Render-When-Tabbed-Out?p=31660286&viewfull=1#post31660286
if (ThePC->WasInputKeyJustPressed(EKeys::Escape))
{
SetCursorMoveOnly(false);
return;
}
if (ThePC->WasInputKeyJustPressed(EKeys::F))
{
SetCursorMoveOnly(!ThePC->IsLookInputIgnored());
return;
}
if (ThePC->WasInputKeyJustPressed(EKeys::H))
{
DontDrawHUD = !DontDrawHUD;
return;
}
//Confirm
if (ConfirmDialogOpen)
{
if (ThePC->WasInputKeyJustPressed(EKeys::Y))
{
ThePC->ConsoleCommand("Exit");
//could replace with function based on confirm context
return;
}
if (ThePC->WasInputKeyJustPressed(EKeys::N))
{
ConfirmDialogOpen = false;
ButtonsConfirm.Empty(); //Buttons not needed anymore
//Cancel Confirm
return;
}
}
}
void AWordHUD::DrawHUD_Reset()
{
ActiveButton_Type = -1;
ActiveButton_Tip = "";
CursorHoveringInButton = false;
}
void AWordHUD::DrawHUD()
{
//==============================
//==============================
//==============================
//Have PC for Input Checks and Mouse Cursor?
if (!ThePC)
{
//Attempt to Reacquire PC
ThePC = GetOwningPlayerController();
//Could Not Obtain PC
if (!ThePC) return;
//~~
}
//Multiplayer Safety Check
if (!ThePC->PlayerInput) return; //not valid for first seconds of a multiplayer client
//~~
//==============================
//==============================
//==============================
//Player Input
PlayerInputChecks();
//Draw HUD?
if (DontDrawHUD) return;
//~~
//Super
Super::DrawHUD();
//No Canvas?
if (!Canvas) return;
//
//Reset States
DrawHUD_Reset();
//================
//Get New Mouse Position
//================
ThePC->GetMousePosition(MouseLocation.X, MouseLocation.Y);
//Cursor In Buttons
DrawHUD_CheckCursorInButtons();
//Draw Dialogs
DrawHUD_DrawDialogs();
//### Do Last ###
//Draw Cursor
DrawHUD_DrawCursor();
//Debugging Info
//ThePC->ClientMessage("HUD Loop Completed!");
}
WordHUD.h
// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "GameFramework/HUD.h"
#include "CanvasItem.h"
#include "Engine/Canvas.h"
#include "WordHUD.generated.h"
USTRUCT()
struct FJoyButtonStruct
{
GENERATED_USTRUCT_BODY()
//Vars
int32 type;
FString toolTip;
float minX;
float maxX;
float minY;
float maxY;
//~
//default properties
FJoyButtonStruct()
{
type = -1;
toolTip = "";
minX = 0;
maxX = 0;
minY = 0;
maxY = 0;
}
};
UCLASS()
class WORD_API AWordHUD : public AHUD
{
GENERATED_UCLASS_BODY()
// Font
// I recommend creating the font at a high resolution / size like 36
// then you can scale down the font as needed to any size of your choice
/** Verdana */
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = JoyHUD)
UFont* VerdanaFont;
/** Put Roboto Here */
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = JoyHUD)
UFont* UE4Font;
/** Font Scaling Used By Your HUD Code */
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = JoyHUD)
float DefaultFontScale;
/** HUD Scaling */
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = JoyHUD)
float GlobalHUDMult;
// T2D
/** Cursor */
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = T2D)
UTexture2D* CursorMain;
/** Hovering */
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = T2D)
UTexture2D* CursorHoveringButton;
/** Button */
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = T2D)
UTexture2D* ButtonBackground;
// Materials
/** Events */
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Materials)
UMaterialInterface* MaterialBackground;
//
/* Draw Hud? */
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = Options)
bool DontDrawHUD;
//Cursor
public:
FVector2D MouseLocation;
void DrawHUD_DrawCursor();
//Buttons
public:
TArray<FJoyButtonStruct> ButtonsMain;
TArray<FJoyButtonStruct> ButtonsConfirm;
//Cursor In buttons
void DrawHUD_CheckCursorInButtons();
void CheckCursorInButtonsMain();
void CheckCursorInButtonsConfirm();
const FJoyButtonStruct* CurCheckButton;
int32 CheckCursorInButton(const TArray<FJoyButtonStruct>& ButtonArray);
int32 ClickedButtonType;
//States
bool ConfirmDialogOpen;
bool InMainMenu;
int32 ActiveButton_Type;
FString ActiveButton_Tip;
bool CursorHoveringInButton;
//Colors
public:
const FLinearColor * ColorPtr;
//Colors
static const FColor FColorBlack;
static const FColor FColorRed;
static const FColor FColorYellow;
static const FColor FColorBlue;
static const FColor FColor_White;
static const FLinearColor LC_Black;
static const FLinearColor LC_Pink;
static const FLinearColor LC_Red;
static const FLinearColor LC_Yellow;
//FString
public:
//`Titles
static const FString S_Title_Main;
static const FString S_Title_Confirm;
//`Button Text
static const FString S_Button_Restart;
static const FString S_Button_Exit;
// Utility
//Stop Camera From Moving With Mouse
FORCEINLINE void SetCursorMoveOnly(bool CursorOnly)
{
if (!ThePC) return;
//
ThePC->SetIgnoreLookInput(CursorOnly);
}
//DrawLine
FORCEINLINE void DrawJoyLine
(
const FVector2D& Start,
const FVector2D& End,
const FLinearColor& TheColor,
const float& Thick
)
{
if (!Canvas) return;
//
FCanvasLineItem NewLine(Start, End);
NewLine.SetColor(TheColor);
NewLine.LineThickness = Thick;
Canvas->DrawItem(NewLine);
}
//~
FORCEINLINE void DrawJoyRect(
float X, float Y,
float Width, float Height,
const FLinearColor& Color
)
{
if (!Canvas) return;
//
FCanvasTileItem RectItem(
FVector2D(X, Y),
FVector2D(Width, Height),
Color
);
RectItem.BlendMode = SE_BLEND_Translucent;
Canvas->DrawItem(RectItem);
}
//~
//DrawText
FORCEINLINE void DrawJoyText(
UFont* TheFont,
const FString& TheStr,
const float& X, const float& Y,
const FLinearColor& TheColor,
const float& TheScale,
bool DrawOutline = false,
const FLinearColor OutlineColor = FLinearColor(0, 0, 0, 1)
) {
if (!Canvas) return;
//
//Text and Font
FCanvasTextItem NewText(
FVector2D(X, Y),
FText::FromString(TheStr),
TheFont,
TheColor
);
//Text Scale
NewText.Scale.Set(TheScale, TheScale);
//Outline gets its alpha from the main color
NewText.bOutlined = true;
NewText.OutlineColor = OutlineColor;
NewText.OutlineColor.A = TheColor.A * 2;
//Draw
Canvas->DrawItem(NewText);
}
//~
//Draw Full Size Tile
FORCEINLINE void DrawFullSizeTile(UTexture2D* tex, float x, float y, const FColor& Color)
{
if (!Canvas) return;
if (!tex) return;
//~~
Canvas->SetDrawColor(Color);
//Draw
Canvas->DrawTile(
tex, x, y, //z pos (removed)
tex->GetSurfaceWidth(), //screen width
tex->GetSurfaceHeight(), //screen height
0, //texture start width
0, //texture start height
tex->GetSurfaceWidth(), //texture width from start
tex->GetSurfaceHeight(), //texture height from start
BLEND_Translucent
);
}
//~
FORCEINLINE void VDrawTile(UTexture2D* tex, float x, float y, float screenX, float screenY, const FColor& TheColor)
{
if (!Canvas) return;
if (!tex) return;
//~
Canvas->SetDrawColor(TheColor);
//Draw
Canvas->DrawTile(
tex, x, y, //z pos (removed)
screenX, //screen width
screenY, //screen height
0, //texture start width
0, //texture start height
tex->GetSurfaceWidth(), //texture width from start
tex->GetSurfaceHeight(), //texture height from start
BLEND_Translucent
);
}
//~
//Draw
public:
void DrawHUD_DrawDialogs();
//Menus
void DrawMainMenu();
void DrawConfirm();
//Buttons
void DrawMainMenuButtons();
void DrawConfirmButtons();
public:
void DrawToolTip();
//Core
public:
APlayerController* ThePC;
void PlayerInputChecks();
protected:
//Draw HUD
void DrawHUD_Reset();
void DrawHUD();
/** after all game elements are created */
void PostInitializeComponents();
};
Lastly here is a diagnostic it seems to have more relevant information.
Generating report for minidump
Application version 4.10.4
... built from changelist 2872498
OS version 10.0.0.10586
Running 12 x64 processors
Exception was "Access violation - code c0000005 (first/second chance not available)"
Source context from "engine/source/runtime/renderer/private/forwardbasepassrendering.h"
<SOURCE START>
613 void ProcessBasePassMeshForForwardShading(
614 FRHICommandList& RHICmdList,
615 const FProcessBasePassMeshParameters& Parameters,
616 const ProcessActionType& Action
617 )
618 {
619 // Check for a cached light-map.
620 const bool bIsLitMaterial = Parameters.ShadingModel != MSM_Unlit;
621 if (bIsLitMaterial)
622 {
623 const FLightMapInteraction LightMapInteraction = (Parameters.Mesh.LCI && bIsLitMaterial)
624 ? Parameters.Mesh.LCI->GetLightMapInteraction(Parameters.FeatureLevel)
625 : FLightMapInteraction();
626
627 ***** const FLightSceneInfo* SimpleDirectionalLight = Action.GetSimpleDirectionalLight();
628 const bool bUseMovableLight = SimpleDirectionalLight && !SimpleDirectionalLight->Proxy->HasStaticShadowing();
629
630 if (LightMapInteraction.GetType() == LMIT_Texture)
631 {
632 // Lightmap path
633 if (bUseMovableLight)
634 {
635 // final determination of whether CSMs are rendered can be view dependent, thus we always need to clear the CSMs even if we're not going to render to them based on the condition below.
636 if (SimpleDirectionalLight && SimpleDirectionalLight->ShouldRenderViewIndependentWholeSceneShadows())
637 {
638 Action.template Process<FMovableDirectionalLightCSMWithLightmapLightingPolicy, NumDynamicPointLights>(RHICmdList, Parameters, FMovableDirectionalLightCSMWithLightmapLightingPolicy(), LightMapInteraction);
639 }
640 else
641 {
642 Action.template Process<FMovableDirectionalLightWithLightmapLightingPolicy, NumDynamicPointLights>(RHICmdList, Parameters, FMovableDirectionalLightCSMWithLightmapLightingPolicy(), LightMapInteraction);
<SOURCE END>
<CALLSTACK START>
UE4Editor_Renderer!ProcessBasePassMeshForForwardShading<FDrawTranslucentMeshForwardShadingAction,0>() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\renderer\private\forwardbasepassrendering.h:628]
UE4Editor_Renderer!FTranslucencyForwardShadingDrawingPolicyFactory::DrawDynamicMesh() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\renderer\private\forwardtranslucentrendering.cpp:222]
UE4Editor_Renderer!FRendererModule::DrawTileMesh() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\renderer\private\renderer.cpp:64]
UE4Editor_Engine!FTileRenderer::DrawTile() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\engine\private\tilerendering.cpp:178]
UE4Editor_Engine!`FCanvasTileRendererItem::Render_GameThread'::`2'::EURCMacro_DrawTileCommand::DoTask() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\engine\private\tilerendering.cpp:326]
UE4Editor_Engine!TGraphTask<`FCanvasTileRendererItem::Render_GameThread'::`2'::EURCMacro_DrawTileCommand>::ExecuteTask() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\core\public\async\taskgraphinterfaces.h:779]
UE4Editor_Core!FTaskThread::ProcessTasks() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\core\private\async\taskgraph.cpp:539]
UE4Editor_Core!FTaskThread::ProcessTasksUntilQuit() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\core\private\async\taskgraph.cpp:340]
UE4Editor_RenderCore!RenderingThreadMain() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\rendercore\private\renderingthread.cpp:310]
UE4Editor_RenderCore!FRenderingThread::Run() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\rendercore\private\renderingthread.cpp:411]
UE4Editor_Core!FRunnableThreadWin::Run() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\core\private\windows\windowsrunnablethread.cpp:74]
<CALLSTACK END>
305 loaded modules
ue4editor.exe (4.10.4.0) 0x00000000fecf0000 0x0006a000 engine/binaries/win64
ue4editor-archvischaracter.dll (4.10.4.0) 0x00000000ae320000 0x0003a000 archvischaracter/binaries/win64
advapi32.dll (10.0.10586.63) 0x00000000e4680000 0x000a7000 C:\Windows\System32
AudioSes.dll (10.0.10586.122) 0x00000000d1d80000 0x00088000 C:\Windows\System32
avrt.dll (10.0.10586.0) 0x00000000db7e0000 0x0000b000 C:\Windows\System32
bcrypt.dll (10.0.10586.0) 0x00000000e1040000 0x00029000 C:\Windows\System32
bcryptPrimitives.dll (10.0.10586.0) 0x00000000e1c20000 0x0006a000 C:\Windows\System32
cfgmgr32.dll (10.0.10586.0) 0x00000000e17f0000 0x00043000 C:\Windows\System32
clbcatq.dll (10.0.10586.0) 0x00000000e45d0000 0x000a7000 C:\Windows\System32
combase.dll (10.0.10586.103) 0x00000000e42f0000 0x0027d000 C:\Windows\System32
comdlg32.dll (10.0.10586.0) 0x00000000e2a80000 0x0010b000 C:\Windows\System32
crypt32.dll (10.0.10586.0) 0x00000000e1c90000 0x001c7000 C:\Windows\System32
CRYPTBASE.DLL (10.0.10586.0) 0x00000000e0bb0000 0x0000b000 C:\Windows\System32
d3d11.dll (10.0.10586.122) 0x00000000dc190000 0x002a8000 C:\Windows\System32
d3d9.dll (10.0.10586.0) 0x00000000cea60000 0x00210000 C:\Windows\System32
D3DCOMPILER_43.dll (9.29.952.3111) 0x00000000c3010000 0x0026f000 C:\Windows\System32
dataexchange.dll (10.0.10586.0) 0x00000000cda80000 0x0004a000 C:\Windows\System32
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dbgcore.dll (10.0.10586.0) 0x00000000c0180000 0x00025000 C:\Windows\System32
dbghelp.dll (10.0.10586.0) 0x00000000c3280000 0x0018c000 C:\Windows\System32
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imm32.dll (10.0.10586.0) 0x00000000e2160000 0x0003b000 C:\Windows\System32
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kernel.appcore.dll (10.0.10586.0) 0x00000000e1160000 0x0000f000 C:\Windows\System32
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ksuser.dll (10.0.10586.0) 0x00000000d2ba0000 0x00008000 C:\Windows\System32
mf.dll (12.0.10586.11) 0x00000000b1810000 0x00090000 C:\Windows\System32
mfcore.dll (12.0.10586.122) 0x00000000c2b20000 0x0026a000 C:\Windows\System32
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MFPlay.dll (12.0.10586.35) 0x00000000b17b0000 0x00055000 C:\Windows\System32
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netapi32.dll (10.0.10586.0) 0x00000000e1c00000 0x00017000 C:\Windows\System32
netutils.dll (10.0.10586.0) 0x00000000e0520000 0x0000c000 C:\Windows\System32
normaliz.dll (10.0.10586.0) 0x00000000e4730000 0x00007000 C:\Windows\System32
ntdll.dll (10.0.10586.122) 0x00000000e4af0000 0x001c1000 C:\Windows\System32
ntmarta.dll (10.0.10586.0) 0x00000000e0600000 0x00031000 C:\Windows\System32
nvapi64.dll (10.18.13.6451) 0x00000000dcd80000 0x003b4000 C:\Windows\System32
nvspcap64.dll (2.10.2.40) 0x00000000d41a0000 0x001d6000 C:\Windows\System32
nvwgf2umx.dll (10.18.13.6451) 0x00000000d9bb0000 0x01315000 C:\Windows\System32
ole32.dll (10.0.10586.162) 0x00000000e1ef0000 0x00143000 C:\Windows\System32
oleaut32.dll (10.0.10586.0) 0x00000000e47a0000 0x000c1000 C:\Windows\System32
opengl32.dll (10.0.10586.0) 0x00000000b63e0000 0x00129000 C:\Windows\System32
powrprof.dll (10.0.10586.0) 0x00000000e1110000 0x0004b000 C:\Windows\System32
profapi.dll (10.0.10586.0) 0x00000000e1180000 0x00014000 C:\Windows\System32
propsys.dll (7.0.10586.0) 0x00000000de6d0000 0x00186000 C:\Windows\System32
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rpcrt4.dll (10.0.10586.0) 0x00000000e2040000 0x0011c000 C:\Windows\System32
RTWorkQ.dll (12.0.10586.0) 0x00000000d4df0000 0x0002b000 C:\Windows\System32
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twinapi.appcore.dll (10.0.10586.0) 0x00000000dfc30000 0x00100000 C:\Windows\System32
ucrtbase.dll (10.0.10586.0) 0x00000000e02b0000 0x000f4000 C:\Windows\System32
user32.dll (10.0.10586.20) 0x00000000e4180000 0x00156000 C:\Windows\System32
uxtheme.dll (10.0.10586.0) 0x00000000dfa20000 0x00096000 C:\Windows\System32
VCRUNTIME140.dll (14.0.23506.0) 0x00000000dcd50000 0x00017000 C:\Windows\System32
version.dll (10.0.10586.0) 0x00000000de1d0000 0x0000a000 C:\Windows\System32
VSPerf140.dll (14.0.24720.0) 0x00000000ca0c0000 0x00046000 C:\Windows\System32
wer.dll (10.0.10586.162) 0x00000000dddc0000 0x000a0000 C:\Windows\System32
windows.storage.dll (10.0.10586.162) 0x00000000e11a0000 0x00645000 C:\Windows\System32
windowscodecs.dll (10.0.10586.0) 0x00000000dbae0000 0x001b1000 C:\Windows\System32
winhttp.dll (10.0.10586.71) 0x00000000de9b0000 0x000c8000 C:\Windows\System32
wininet.dll (11.0.10586.122) 0x00000000d1060000 0x002a9000 C:\Windows\System32
winmm.dll (10.0.10586.0) 0x00000000ddf40000 0x00023000 C:\Windows\System32
WINMMBASE.dll (10.0.10586.0) 0x00000000ddef0000 0x0002c000 C:\Windows\System32
wintrust.dll (10.0.10586.0) 0x00000000e1a30000 0x00055000 C:\Windows\System32
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comctl32.dll (10.0.10586.0) 0x00000000dd950000 0x00274000 C:\Windows\WinSxS\amd64_microsoft.windows.common-controls_6595b64144ccf1df_6.0.10586.0_none_8c15ae12515e1c22
ue4editor-cablecomponent.dll (4.10.4.0) 0x00000000ae2d0000 0x0004a000 cablecomponent/binaries/win64
ue4editor-characterai.dll (4.10.4.0) 0x00000000c5880000 0x0001c000 characterai/binaries/win64
ue4editor-custommeshcomponent.dll (4.10.4.0) 0x00000000ae280000 0x00041000 custommeshcomponent/binaries/win64
icudt53.dll (0.0.0.0) 0x0000000067820000 0x00002000 engine/binaries/thirdparty/icu/icu4c-53_1/win64/vs2015
icuin53.dll (53.1.0.0) 0x000000006f7a0000 0x0022d000 engine/binaries/thirdparty/icu/icu4c-53_1/win64/vs2015
icuio53.dll (53.1.0.0) 0x000000006f700000 0x00014000 engine/binaries/thirdparty/icu/icu4c-53_1/win64/vs2015
icule53.dll (53.1.0.0) 0x000000006f740000 0x00058000 engine/binaries/thirdparty/icu/icu4c-53_1/win64/vs2015
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ue4editor-android_astctargetplatform.dll (4.10.4.0) 0x00000000d0180000 0x00039000 engine/binaries/win64/android
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ue4editor-iostargetplatform.dll (4.10.4.0) 0x00000000c4fe0000 0x00042000 engine/binaries/win64/ios
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ue4editor-linuxnoeditortargetplatform.dll (4.10.4.0) 0x00000000c5a10000 0x0002e000 engine/binaries/win64/linux
ue4editor-linuxservertargetplatform.dll (4.10.4.0) 0x00000000c4300000 0x0002e000 engine/binaries/win64/linux
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ue4editor-actorpickermode.dll (4.10.4.0) 0x00000000cf000000 0x00030000 engine/binaries/win64
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ue4editor-aigraph.dll (4.10.4.0) 0x00000000b1980000 0x000b5000 engine/binaries/win64
ue4editor-aimodule.dll (4.10.4.0) 0x00000000c47e0000 0x004ac000 engine/binaries/win64
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ue4editor-automationworker.dll (4.10.4.0) 0x00000000ab880000 0x00033000 engine/binaries/win64
ue4editor-behaviortreeeditor.dll (4.10.4.0) 0x00000000b1b30000 0x0027e000 engine/binaries/win64
ue4editor-blueprintgraph.dll (4.10.4.0) 0x00000000c43a0000 0x0043a000 engine/binaries/win64
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ue4editor-core.dll (4.10.4.0) 0x00000000c7530000 0x00844000 engine/binaries/win64
ue4editor-coreuobject.dll (4.10.4.0) 0x00000000cf1b0000 0x00489000 engine/binaries/win64
ue4editor-d3d11rhi.dll (4.10.4.0) 0x00000000c2e10000 0x000f3000 engine/binaries/win64
ue4editor-deriveddatacache.dll (4.10.4.0) 0x00000000b38d0000 0x00071000 engine/binaries/win64
ue4editor-desktopplatform.dll (4.10.4.0) 0x00000000ca7d0000 0x0007a000 engine/binaries/win64
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ue4editor-detailcustomizations.dll (4.10.4.0) 0x00000000b25a0000 0x008d7000 engine/binaries/win64
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ue4editor-editorstyle.dll (4.10.4.0) 0x00000000c8410000 0x002ab000 engine/binaries/win64
ue4editor-editorwidgets.dll (4.10.4.0) 0x00000000c3460000 0x000aa000 engine/binaries/win64
ue4editor-engine.dll (4.10.4.0) 0x00000000b7d60000 0x03052000 engine/binaries/win64
ue4editor-enginemessages.dll (4.10.4.0) 0x00000000d22d0000 0x0002e000 engine/binaries/win64
ue4editor-enginesettings.dll (4.10.4.0) 0x00000000d1bb0000 0x00040000 engine/binaries/win64
ue4editor-foliage.dll (4.10.4.0) 0x00000000c7fc0000 0x00122000 engine/binaries/win64
ue4editor-functionaltesting.dll (4.10.4.0) 0x00000000b1db0000 0x0007f000 engine/binaries/win64
ue4editor-gamelivestreaming.dll (4.10.4.0) 0x00000000ad9a0000 0x00050000 engine/binaries/win64
ue4editor-gameplaydebugger.dll (4.10.4.0) 0x00000000b1a40000 0x000e7000 engine/binaries/win64
ue4editor-gameplaytags.dll (4.10.4.0) 0x00000000c6560000 0x00097000 engine/binaries/win64
ue4editor-gameplaytasks.dll (4.10.4.0) 0x00000000c70e0000 0x00061000 engine/binaries/win64
ue4editor-gameplaytaskseditor.dll (4.10.4.0) 0x00000000b1940000 0x00036000 engine/binaries/win64
ue4editor-gameprojectgeneration.dll (4.10.4.0) 0x00000000c3be0000 0x0025e000 engine/binaries/win64
ue4editor-grapheditor.dll (4.10.4.0) 0x00000000c1690000 0x00488000 engine/binaries/win64
ue4editor-hardwaretargeting.dll (4.10.4.0) 0x00000000c4330000 0x00061000 engine/binaries/win64
ue4editor-headmounteddisplay.dll (4.10.4.0) 0x00000000c6f40000 0x00038000 engine/binaries/win64
ue4editor-hotreload.dll (4.10.4.0) 0x00000000afad0000 0x0006e000 engine/binaries/win64
ue4editor-http.dll (4.10.4.0) 0x00000000c7470000 0x000bc000 engine/binaries/win64
ue4editor-imagecore.dll (4.10.4.0) 0x00000000d6cb0000 0x0001d000 engine/binaries/win64
ue4editor-imagewrapper.dll (4.10.4.0) 0x00000000c0bf0000 0x00156000 engine/binaries/win64
ue4editor-inputcore.dll (4.10.4.0) 0x00000000d35d0000 0x00072000 engine/binaries/win64
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ue4editor-kismet.dll (4.10.4.0) 0x00000000c21a0000 0x0097d000 engine/binaries/win64
ue4editor-kismetcompiler.dll (4.10.4.0) 0x00000000c3a90000 0x00142000 engine/binaries/win64
ue4editor-kismetwidgets.dll (4.10.4.0) 0x00000000c5f40000 0x000d0000 engine/binaries/win64
ue4editor-landscape.dll (4.10.4.0) 0x00000000c9010000 0x00321000 engine/binaries/win64
ue4editor-launchdaemonmessages.dll (4.10.4.0) 0x00000000cfa90000 0x00025000 engine/binaries/win64
ue4editor-levelsequence.dll (4.10.4.0) 0x00000000cfb10000 0x0006a000 engine/binaries/win64
ue4editor-materialeditor.dll (4.10.4.0) 0x00000000c3e40000 0x00241000 engine/binaries/win64
ue4editor-materialshaderqualitysettings.dll (4.10.4.0) 0x00000000d0ac0000 0x00088000 engine/binaries/win64
ue4editor-materialutilities.dll (4.10.4.0) 0x00000000d13e0000 0x0003b000 engine/binaries/win64
ue4editor-media.dll (4.10.4.0) 0x00000000ca150000 0x00020000 engine/binaries/win64
ue4editor-mediaassets.dll (4.10.4.0) 0x00000000b2370000 0x00054000 engine/binaries/win64
ue4editor-meshutilities.dll (4.10.4.0) 0x00000000b37f0000 0x000d1000 engine/binaries/win64
ue4editor-messagelog.dll (4.10.4.0) 0x00000000b1f60000 0x0012d000 engine/binaries/win64
ue4editor-messaging.dll (4.10.4.0) 0x00000000c0f80000 0x00070000 engine/binaries/win64
ue4editor-metalshaderformat.dll (4.10.4.0) 0x00000000b5800000 0x00135000 engine/binaries/win64
ue4editor-movieplayer.dll (4.10.4.0) 0x00000000d7250000 0x00058000 engine/binaries/win64
ue4editor-moviescene.dll (4.10.4.0) 0x00000000c83a0000 0x00066000 engine/binaries/win64
ue4editor-moviescenecapture.dll (4.10.4.0) 0x00000000b2500000 0x00093000 engine/binaries/win64
ue4editor-moviescenetools.dll (4.10.4.0) 0x00000000b3110000 0x0017d000 engine/binaries/win64
ue4editor-moviescenetracks.dll (4.10.4.0) 0x00000000c5030000 0x000ec000 engine/binaries/win64
ue4editor-navmesh.dll (4.10.4.0) 0x00000000cfd50000 0x000a0000 engine/binaries/win64
ue4editor-networkfile.dll (4.10.4.0) 0x00000000c8120000 0x00041000 engine/binaries/win64
ue4editor-networking.dll (4.10.4.0) 0x00000000d0360000 0x0001f000 engine/binaries/win64
ue4editor-niagara.dll (4.10.4.0) 0x00000000c6f80000 0x000a5000 engine/binaries/win64
ue4editor-onlineblueprintsupport.dll (4.10.4.0) 0x00000000b1910000 0x0002f000 engine/binaries/win64
ue4editor-onlinesubsystem.dll (4.10.4.0) 0x00000000ca850000 0x000a6000 engine/binaries/win64
ue4editor-onlinesubsystemutils.dll (4.10.4.0) 0x00000000b6cd0000 0x001cc000 engine/binaries/win64
ue4editor-opengldrv.dll (4.10.4.0) 0x00000000c1520000 0x00167000 engine/binaries/win64
ue4editor-packethandler.dll (4.10.4.0) 0x00000000d2d40000 0x00021000 engine/binaries/win64
ue4editor-pakfile.dll (4.10.4.0) 0x00000000d0df0000 0x00053000 engine/binaries/win64
ue4editor-physxformats.dll (4.10.4.0) 0x00000000b3710000 0x000d1000 engine/binaries/win64
ue4editor-profilermessages.dll (4.10.4.0) 0x00000000adbb0000 0x00035000 engine/binaries/win64
ue4editor-profilerservice.dll (4.10.4.0) 0x00000000adbf0000 0x00049000 engine/binaries/win64
ue4editor-projects.dll (4.10.4.0) 0x00000000d2440000 0x0006e000 engine/binaries/win64
ue4editor-propertyeditor.dll (4.10.4.0) 0x00000000c1b20000 0x00671000 engine/binaries/win64
ue4editor-rawmesh.dll (4.10.4.0) 0x00000000d2b60000 0x00022000 engine/binaries/win64
ue4editor-reliabilityhandlercomponent.dll (4.10.4.0) 0x00000000d6c60000 0x0001c000 engine/binaries/win64
ue4editor-rendercore.dll (4.10.4.0) 0x00000000d23d0000 0x0006c000 engine/binaries/win64
ue4editor-renderer.dll (4.10.4.0) 0x00000000c0240000 0x00939000 engine/binaries/win64
ue4editor-rhi.dll (4.10.4.0) 0x00000000d09c0000 0x000b9000 engine/binaries/win64
ue4editor-sandboxfile.dll (4.10.4.0) 0x00000000d2140000 0x0002c000 engine/binaries/win64
ue4editor-sequencer.dll (4.10.4.0) 0x00000000b2e80000 0x00287000 engine/binaries/win64
ue4editor-serialization.dll (4.10.4.0) 0x00000000b11c0000 0x0005d000 engine/binaries/win64
ue4editor-sessionmessages.dll (4.10.4.0) 0x00000000b3640000 0x0002b000 engine/binaries/win64
ue4editor-sessionservices.dll (4.10.4.0) 0x00000000b3670000 0x0004a000 engine/binaries/win64
ue4editor-settings.dll (4.10.4.0) 0x00000000d0310000 0x00035000 engine/binaries/win64
ue4editor-shadercompilercommon.dll (4.10.4.0) 0x00000000b56f0000 0x0005c000 engine/binaries/win64
ue4editor-shadercore.dll (4.10.4.0) 0x00000000cfbe0000 0x0010a000 engine/binaries/win64
ue4editor-shaderformatd3d.dll (4.10.4.0) 0x00000000b56b0000 0x00034000 engine/binaries/win64
ue4editor-shaderformatopengl.dll (4.10.4.0) 0x00000000b5580000 0x0012c000 engine/binaries/win64
ue4editor-shaderpreprocessor.dll (4.10.4.0) 0x00000000b5750000 0x000ad000 engine/binaries/win64
ue4editor-sharedsettingswidgets.dll (4.10.4.0) 0x00000000b2460000 0x00054000 engine/binaries/win64
ue4editor-slate.dll (4.10.4.0) 0x00000000c9980000 0x005be000 engine/binaries/win64
ue4editor-slatecore.dll (4.10.4.0) 0x00000000c9340000 0x002d8000 engine/binaries/win64
ue4editor-slaterhirenderer.dll (4.10.4.0) 0x00000000c1460000 0x000b9000 engine/binaries/win64
ue4editor-sockets.dll (4.10.4.0) 0x00000000cfac0000 0x0004b000 engine/binaries/win64
ue4editor-soundclasseditor.dll (4.10.4.0) 0x00000000ca760000 0x00067000 engine/binaries/win64
ue4editor-soundcueeditor.dll (4.10.4.0) 0x00000000d0b70000 0x00059000 engine/binaries/win64
ue4editor-sourcecodeaccess.dll (4.10.4.0) 0x00000000b5550000 0x00026000 engine/binaries/win64
ue4editor-sourcecontrol.dll (4.10.4.0) 0x00000000c8170000 0x000aa000 engine/binaries/win64
ue4editor-statsviewer.dll (4.10.4.0) 0x00000000c9890000 0x000ed000 engine/binaries/win64
ue4editor-streamingfile.dll (4.10.4.0) 0x00000000c8fe0000 0x00030000 engine/binaries/win64
ue4editor-streamingpauserendering.dll (4.10.4.0) 0x00000000ad9f0000 0x00031000 engine/binaries/win64
ue4editor-swarminterface.dll (4.10.4.0) 0x00000000d1a70000 0x0003c000 engine/binaries/win64
ue4editor-targetplatform.dll (4.10.4.0) 0x00000000d02d0000 0x0003d000 engine/binaries/win64
ue4editor-taskgraph.dll (4.10.4.0) 0x00000000adc40000 0x000f1000 engine/binaries/win64
ue4editor-texturecompressor.dll (4.10.4.0) 0x00000000c7430000 0x00037000 engine/binaries/win64
ue4editor-textureformatandroid.dll (4.10.4.0) 0x00000000d2d20000 0x0001f000 engine/binaries/win64
ue4editor-textureformatastc.dll (4.10.4.0) 0x00000000d0aa0000 0x00020000 engine/binaries/win64
ue4editor-textureformatdxt.dll (4.10.4.0) 0x00000000b6520000 0x00026000 engine/binaries/win64
ue4editor-textureformatintelispctexcomp.dll (4.10.4.0) 0x00000000b5940000 0x00027000 engine/binaries/win64
ue4editor-textureformatpvr.dll (4.10.4.0) 0x00000000d0380000 0x0001f000 engine/binaries/win64
ue4editor-textureformatuncompressed.dll (4.10.4.0) 0x00000000cffb0000 0x0001c000 engine/binaries/win64
ue4editor-umg.dll (4.10.4.0) 0x00000000c66c0000 0x00404000 engine/binaries/win64
ue4editor-umgeditor.dll (4.10.4.0) 0x00000000b3290000 0x003aa000 engine/binaries/win64
ue4editor-unrealaudio.dll (4.10.4.0) 0x00000000c9790000 0x00085000 engine/binaries/win64
ue4editor-unrealed.dll (4.10.4.0) 0x00000000b3950000 0x019bb000 engine/binaries/win64
ue4editor-unrealedmessages.dll (4.10.4.0) 0x00000000d0990000 0x00024000 engine/binaries/win64
ue4editor-utilityshaders.dll (4.10.4.0) 0x00000000ca170000 0x00038000 engine/binaries/win64
ue4editor-vectorvm.dll (4.10.4.0) 0x00000000ca1e0000 0x00054000 engine/binaries/win64
ue4editor-voice.dll (4.10.4.0) 0x00000000c2d90000 0x0007b000 engine/binaries/win64
ue4editor-widgetcarousel.dll (4.10.4.0) 0x00000000ca710000 0x00042000 engine/binaries/win64
ue4editor-windowsclienttargetplatform.dll (4.10.4.0) 0x00000000d02a0000 0x0002d000 engine/binaries/win64
ue4editor-windowsnoeditortargetplatform.dll (4.10.4.0) 0x00000000d0270000 0x0002d000 engine/binaries/win64
ue4editor-windowsservertargetplatform.dll (4.10.4.0) 0x00000000d0240000 0x0002c000 engine/binaries/win64
ue4editor-windowstargetplatform.dll (4.10.4.0) 0x00000000d0200000 0x00038000 engine/binaries/win64
ue4editor-workspacemenustructure.dll (4.10.4.0) 0x00000000b1f30000 0x00022000 engine/binaries/win64
ue4editor-xaudio2.dll (4.10.4.0) 0x00000000b36c0000 0x00050000 engine/binaries/win64
ue4editor-xmlparser.dll (4.10.4.0) 0x00000000aea40000 0x0002f000 engine/binaries/win64
ue4editor-xmpp.dll (4.10.4.0) 0x00000000bc650000 0x00236000 engine/binaries/win64
ue4editor-exampledeviceprofileselector.dll (4.10.4.0) 0x00000000d4380000 0x0001c000 exampledeviceprofileselector/binaries/win64
ue4editor-html5networking.dll (4.10.4.0) 0x00000000ae690000 0x00052000 html5networking/binaries/win64
ue4editor-leapmotioncontroller.dll (4.10.4.0) 0x00000000ae200000 0x0007e000 leapmotioncontroller/binaries/win64
ue4editor-lightpropagationvolumeruntime.dll (4.10.4.0) 0x00000000b2340000 0x0002f000 lightpropagationvolume/binaries/win64
ue4editor-oculusinput.dll (4.10.4.0) 0x00000000ae060000 0x0002b000 oculusinput/binaries/win64
ue4editor-oculuslibrary.dll (4.10.4.0) 0x00000000ae020000 0x0003d000 oculuslibrary/binaries/win64
ue4editor-oculusrift.dll (4.10.4.0) 0x00000000c01b0000 0x00090000 oculusrift/binaries/win64
ue4editor-paper2d.dll (4.10.4.0) 0x00000000b15f0000 0x00180000 paper2d/binaries/win64
ue4editor-perforcesourcecontrol.dll (4.10.4.0) 0x00000000aeb10000 0x0024b000 perforcesourcecontrol/binaries/win64
ue4editor-proceduralmeshcomponent.dll (4.10.4.0) 0x00000000adfb0000 0x00067000 proceduralmeshcomponent/binaries/win64
ue4editor-slateremote.dll (4.10.4.0) 0x00000000adef0000 0x0002d000 slateremote/binaries/win64
ue4editor-steamvr.dll (4.10.4.0) 0x00000000adf50000 0x00055000 steamvr/binaries/win64
ue4editor-steamvrcontroller.dll (4.10.4.0) 0x00000000adf20000 0x00022000 steamvr/binaries/win64
ue4editor-substancecore.dll (4.10.0.0) 0x00000000b1340000 0x002a9000 substance/binaries/win64
ue4editor-subversionsourcecontrol.dll (4.10.4.0) 0x00000000aea70000 0x00093000 subversionsourcecontrol/binaries/win64
ue4editor-udpmessaging.dll (4.10.4.0) 0x00000000b1220000 0x0006e000 udpmessaging/binaries/win64
ue4editor-uobjectplugin.dll (4.10.4.0) 0x00000000aea10000 0x00025000 uobjectplugin/binaries/win64
ue4editor-visualstudiosourcecodeaccess.dll (4.10.4.0) 0x00000000ae9d0000 0x0003a000 visualstudiosourcecodeaccess/binaries/win64
ue4editor-windowsmovieplayer.dll (4.10.4.0) 0x00000000b1770000 0x0003a000 windowsmovieplayer/binaries/win64
ue4editor-wmfmedia.dll (4.10.4.0) 0x00000000b18a0000 0x0003d000 wmfmedia/binaries/win64
ue4editor-word-5383.dll (4.10.4.0) 0x00000000aa450000 0x00068000 word/binaries/win64
Report end!