WaveWorks Infinite Ocean Planes

You are correct about doing it only in WaveWorks, it will break other expression because they are not linked to any valid texture reference, so the same check fails as you’ve said. I’ve planned on replying to point out the specifics on doing this, but you figured it out before, so glad it helped!

The crash is caused by parallel renderer, here’s my solution, taken from another email of mine:

"The reason was that in UE 4.12, Epic changed randerer to issue draw calls in parallel by default: “New: Changed PC to default to parallel rendering when not in editor.”. This change is in “WindowsPlatform.h” the “#define PLATFORM_RHITHREAD_DEFAULT_BYPASS 1” changed to “#define PLATFORM_RHITHREAD_DEFAULT_BYPASS WITH_EDITOR” this propages to console variable “CVarRHICmdBypass” in “RHICommandList.cpp” and undirectly enables parallel algorithms. I just use console command “r.RHICmdBypass” and set it to 1 to disable parallel algorithms as was the default until now. I’ve encountered this before and that helped me a lot to figure this one out. "

So to sum it up. Go to “\Engine\Source\Runtime\Core\Public\Windows\WIndowsPlatform.h” and change “#define PLATFORM_RHITHREAD_DEFAULT_BYPASS WITH_EDITOR” to “#define PLATFORM_RHITHREAD_DEFAULT_BYPASS 1” OR probably even better, leave it as it is and change this in the config files or in blueprints with command “r.RHICmdBypass 1”, the important thing is that you turn off the parallel renderer before WaveWorks gets initialized and used. Hope it helps!