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]