how to play make a new map place a LandScape then go to levelBP if one (SetWorldOrigen Rebase) is made for the player’s position (Ready Result just below the LOG) Remembering that if you don’t have LandScape you won’t lock the engine
LoginId:63e0d00547a5267a655516a08128d4de
EpicAccountId:99668f978b084aaba1df3244e2f945fc
Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x00000000
UE4Editor_D3D11RHI!FD3D11DynamicRHI::CommitGraphicsResourceTables() [f:\unrealenginesource\ue4240source\engine\source\runtime\windows\d3d11rhi\private\d3d11commands.cpp:1559]
UE4Editor_D3D11RHI!FD3D11DynamicRHI::RHIDrawIndexedPrimitive() [f:\unrealenginesource\ue4240source\engine\source\runtime\windows\d3d11rhi\private\d3d11commands.cpp:1662]
UE4Editor_RHI!FRHICommandDrawIndexedPrimitive::Execute() [f:\unrealenginesource\ue4240source\engine\source\runtime\rhi\public\rhicommandlistcommandexecutes.inl:242]
UE4Editor_Renderer!FRHICommand<FRHICommandDrawIndexedPrimitive,FRHICommandDrawIndexedPrimitiveString979>::ExecuteAndDestruct() [f:\unrealenginesource\ue4240source\engine\source\runtime\rhi\public\rhicommandlist.h:726]
UE4Editor_RHI!FRHICommandListExecutor::ExecuteInner_DoExecute() [f:\unrealenginesource\ue4240source\engine\source\runtime\rhi\private\rhicommandlist.cpp:351]
UE4Editor_RHI!FRHICommandListExecutor::ExecuteInner() [f:\unrealenginesource\ue4240source\engine\source\runtime\rhi\private\rhicommandlist.cpp:622]
UE4Editor_RHI!FRHICommandListExecutor::ExecuteList() [f:\unrealenginesource\ue4240source\engine\source\runtime\rhi\private\rhicommandlist.cpp:645]
UE4Editor_RHI!FRHICommandWaitForAndSubmitSubList::Execute() [f:\unrealenginesource\ue4240source\engine\source\runtime\rhi\private\rhicommandlist.cpp:1078]
UE4Editor_RHI!FRHICommand<FRHICommandWaitForAndSubmitSubList,FRHICommandWaitForAndSubmitSubListString1044>::ExecuteAndDestruct() [f:\unrealenginesource\ue4240source\engine\source\runtime\rhi\public\rhicommandlist.h:726]
UE4Editor_RHI!FRHICommandListExecutor::ExecuteInner_DoExecute() [f:\unrealenginesource\ue4240source\engine\source\runtime\rhi\private\rhicommandlist.cpp:351]
UE4Editor_RHI!FRHICommandListExecutor::ExecuteInner() [f:\unrealenginesource\ue4240source\engine\source\runtime\rhi\private\rhicommandlist.cpp:622]
UE4Editor_RHI!FRHICommandListExecutor::ExecuteList() [f:\unrealenginesource\ue4240source\engine\source\runtime\rhi\private\rhicommandlist.cpp:672]
UE4Editor_RHI!FRHICommandList::EndScene() [f:\unrealenginesource\ue4240source\engine\source\runtime\rhi\private\rhicommandlist.cpp:1543]
UE4Editor_Renderer!FSceneRenderer::RenderFinish() [f:\unrealenginesource\ue4240source\engine\source\runtime\renderer\private\scenerendering.cpp:2943]
UE4Editor_Renderer!FDeferredShadingSceneRenderer::Render() [f:\unrealenginesource\ue4240source\engine\source\runtime\renderer\private\deferredshadingrenderer.cpp:2516]
UE4Editor_Renderer!RenderViewFamily_RenderThread() [f:\unrealenginesource\ue4240source\engine\source\runtime\renderer\private\scenerendering.cpp:3477]
UE4Editor_Renderer!TGraphTask<TEnqueueUniqueRenderCommandType<FRendererModule::BeginRenderingViewFamily'::
35’::FDrawSceneCommandName,<lambda_b560c26d13de87487dca8ab125d275a4> > >::ExecuteTask() [f:\unrealenginesource\ue4240source\engine\source\runtime\core\public\async askgraphinterfaces.h:847]
UE4Editor_Core!FNamedTaskThread::ProcessTasksNamedThread() [f:\unrealenginesource\ue4240source\engine\source\runtime\core\private\async askgraph.cpp:686]
UE4Editor_Core!FNamedTaskThread::ProcessTasksUntilQuit() [f:\unrealenginesource\ue4240source\engine\source\runtime\core\private\async askgraph.cpp:583]
UE4Editor_RenderCore!RenderingThreadMain() [f:\unrealenginesource\ue4240source\engine\source\runtime\rendercore\private\renderingthread.cpp:340]
UE4Editor_RenderCore!FRenderingThread::Run() [f:\unrealenginesource\ue4240source\engine\source\runtime\rendercore\private\renderingthread.cpp:471]
UE4Editor_Core!FRunnableThreadWin::Run() [f:\unrealenginesource\ue4240source\engine\source\runtime\core\private\windows\windowsrunnablethread.cpp:96]