I had crash in 4.3.1

In editor preview, it works good. but packaged game for Win64, occur assertion in seconds from start. In additionally, standalone game preview sometimes crash graphic driver. In this case, Windows be freeze, so I can’t handle that.

LogWindows:Error: appError called: Assertion failed: ScreenSizeInTexels >= 0 [File:D:\BuildFarm\buildmachine_++depot+UE4-Releases+4.3\Engine\Source\Runtime\Engine\Private\ContentStreaming.cpp] [Line: 517]

Stack:
FWindowsPlatformStackWalk::StackWalkAndDump() 0x3fcab386 + 0 bytes [File=d:\buildfarm\buildmachine_++depot+ue4-releases+4.3\engine\source\runtime\core\private\windows\windowsplatformstackwalk.cpp:177] [in E:\UE4Projects\FloodPhysics\Package\WindowsNoEditor\FloodPhysics\Binaries\Win64\FloodPhysics.exe]
FDebug::AssertFailed() 0x3fa94f6e + 0 bytes [File=d:\buildfarm\buildmachine_++depot+ue4-releases+4.3\engine\source\runtime\core\private\misc\outputdevice.cpp:203] [in E:\UE4Projects\FloodPhysics\Package\WindowsNoEditor\FloodPhysics\Binaries\Win64\FloodPhysics.exe]
FFloatMipLevel::FromScreenSizeInTexels() 0x40f21bee + 0 bytes [File=d:\buildfarm\buildmachine_++depot+ue4-releases+4.3\engine\source\runtime\engine\private\contentstreaming.cpp:524] [in E:\UE4Projects\FloodPhysics\Package\WindowsNoEditor\FloodPhysics\Binaries\Win64\FloodPhysics.exe]
FStreamingManagerTexture::CalcWantedMips() 0x40f16fde + 14 bytes [File=d:\buildfarm\buildmachine_++depot+ue4-releases+4.3\engine\source\runtime\engine\private\contentstreaming.cpp:4069] [in E:\UE4Projects\FloodPhysics\Package\WindowsNoEditor\FloodPhysics\Binaries\Win64\FloodPhysics.exe]
FAsyncTextureStreaming::DoWork() 0x40f1a552 + 0 bytes [File=d:\buildfarm\buildmachine_++depot+ue4-releases+4.3\engine\source\runtime\engine\private\contentstreaming.cpp:1135] [in E:\UE4Projects\FloodPhysics\Package\WindowsNoEditor\FloodPhysics\Binaries\Win64\FloodPhysics.exe]
FAsyncTask<FAsyncTextureStreaming>::DoThreadedWork() 0x40f1a322 + 9 bytes [File=d:\buildfarm\buildmachine_++depot+ue4-releases+4.3\engine\source\runtime\core\public\async\asyncwork.h:317] [in E:\UE4Projects\FloodPhysics\Package\WindowsNoEditor\FloodPhysics\Binaries\Win64\FloodPhysics.exe]
FQueuedThread::Run() 0x3fb24348 + 0 bytes [File=d:\buildfarm\buildmachine_++depot+ue4-releases+4.3\engine\source\runtime\core\private\hal\threadingbase.cpp:317] [in E:\UE4Projects\FloodPhysics\Package\WindowsNoEditor\FloodPhysics\Binaries\Win64\FloodPhysics.exe]
FRunnableThreadWin::Run() 0x3fcaaa26 + 0 bytes [File=d:\buildfarm\buildmachine_++depot+ue4-releases+4.3\engine\source\runtime\core\private\windows\windowsrunnablethread.cpp:66] [in E:\UE4Projects\FloodPhysics\Package\WindowsNoEditor\FloodPhysics\Binaries\Win64\FloodPhysics.exe]
FRunnableThreadWin::GuardedRun() 0x3fca676a + 8 bytes [File=d:\buildfarm\buildmachine_++depot+ue4-releases+4.3\engine\source\runtime\core\private\windows\windowsrunnablethread.cpp:24] [in E:\UE4Projects\FloodPhysics\Package\WindowsNoEditor\FloodPhysics\Binaries\Win64\FloodPhysics.exe]
Address = 0x777959ed (filename not found) [in C:\Windows\system32\KERNEL32.dll]
Address = 0x778cc541 (filename not found) [in C:\Windows\SYSTEM32\ntdll.dll]
Address = 0x778cc541 (filename not found) [in C:\Windows\SYSTEM32\ntdll.dll]

I think my cubemap texture occuring this assertion. This cubemap is dds, made from DXTex. and individual texture face size is 2048*2048. No mips.

Delete and reimport that cubemap, it works. Old uasset file was created in 4.1 and rebuilt when upgrade project engine version.

Hi ,

It sounds like you were able to solve your issue. If you are still having any problems feel free to let us know and we would be glad to help out.

Oh, my gosh. Still crashing! I cannot figure out what’s the reason.

Hi ,

Would you be able to provide your latest log and dump file for your game? You can find them at \Saved\Logs

Thanks for your attention. but finally I found the reason. It was totally another story with cubemap. Assertion occured when camera location been very very far from center of level. I didn’t recognize that because of debug blocking before rendering.

Hi ,

I am glad to hear that you found a solution to the issue. We would prefer to keep this post here in case someone else runs into the same issue in their project, but if you would prefer to delete it that is fine.

Hey -

It looks like your original cubemap may also be the cause of your problem. You list that each face of your cubemap is 2048x2048 which would exceed the engine’s max texture size of 8K by around 4K (cubemap would be 12K x 2K).

Thank You

Eric Ketchum

Good point. however I found another critical issue so cannot treat that now. I’ll keep in mind. Thanks.