Hey, so I am experimenting with setting a Texture Paramter inside a C++ class, but it crashes every time. My C++ source file inside the constructor
static ConstructorHelpers::FObjectFinder<UStaticMesh> staticmesh_cube(TEXT("StaticMesh'/Engine/EditorMeshes/EditorCube.EditorCube'"));
static ConstructorHelpers::FObjectFinder<UMaterial> qrmat(TEXT("Material'/Game/Voxel/Materials/M_QR.M_QR'"));
static ConstructorHelpers::FObjectFinder<UTexture> texture(TEXT("Texture'/Engine/EngineMaterials/T_Default_Material_Grid_M.T_Default_Material_Grid_M'"));
mesh = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("Mesh"));
UMaterial* material = qrmat.Object;
UMaterialInstanceDynamic* minst = (UMaterialInstanceDynamic*)material;
UTexture* Texture = texture.Object;
minst->SetTextureParameterValue(FName(TEXT("QRTexture")), Texture);
if (staticmesh_cube.Object)
mesh->SetStaticMesh(staticmesh_cube.Object);
if (qrmat.Object)
mesh->SetMaterial(0, minst);
mesh->SetWorldScale3D(FVector(0.1, 1, 1));
mesh->bVisible = true;
RootComponent = mesh;
The paramteter is just an TextureSampleParameter2D, and I get this crash message:
MachineId:AD538CEE405F8A26A01B3B910D50B2A2
EpicAccountId:d0fb234b758f4f36a97f7bdbbe031216
Access violation - code c0000005 (first/second chance not available)
""
UE4Editor_Engine!FMaterialRenderProxy::InvalidateUniformExpressionCache() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\engine\private\materials\materialshared.cpp:1652]
UE4Editor_Engine!FMaterialInstanceResource::RenderThread_UpdateParameter<UTexture const * __ptr64>() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\engine\private\materials\materialinstancesupport.h:118]
UE4Editor_Engine!EURCMacro_SetMIParameterValue<FTextureParameterValue>::DoTask() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\engine\private\materials\materialinstance.cpp:322]
UE4Editor_Engine!TGraphTask<EURCMacro_SetMIParameterValue<FTextureParameterValue> >::ExecuteTask() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\core\public\async\taskgraphinterfaces.h:779]
UE4Editor_Core!FTaskThread::ProcessTasks() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\core\private\async\taskgraph.cpp:539]
UE4Editor_Core!FTaskThread::ProcessTasksUntilQuit() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\core\private\async\taskgraph.cpp:340]
UE4Editor_RenderCore!RenderingThreadMain() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\rendercore\private\renderingthread.cpp:310]
UE4Editor_RenderCore!FRenderingThread::Run() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\rendercore\private\renderingthread.cpp:411]
UE4Editor_Core!FRunnableThreadWin::Run() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.9\engine\source\runtime\core\private\windows\windowsrunnablethread.cpp:74]
If I uncomment the mesh->SetTextureParamterValue() line, it works…
What can I do?