Weird Render Error

Hi Everyone,

I don’t see a tech support forum and was hoping someone could help us out. When doing a build of the project we are getting the below error. We are using 4.15. We can build light separately and I think the other builds separately. When we hit the “Build” button to build everything, we get the error.

Our engine programmers said this is Unreal code, not ours. Not sure if that matters.

Thanks in advance for the help.

Access violation - code c0000005 (first/second chance not available)

UE4Editor_Engine!RecastGeometryExport::StoreCollisionCache() [d:\luist\enginebuild\unrealengine\engine\source\runtime\engine\private\ai
avigation\recastnavmeshgenerator.cpp:304]
UE4Editor_Engine!FRecastNavMeshGenerator::ExportComponentGeometry() [d:\luist\enginebuild\unrealengine\engine\source\runtime\engine\private\ai
avigation\recastnavmeshgenerator.cpp:4140]
UE4Editor_Engine!TBaseStaticDelegateInstance<void __cdecl(UActorComponent * __ptr64,FNavigationRelevantData & __ptr64)>::ExecuteIfSafe() [d:\luist\enginebuild\unrealengine\engine\source\runtime\core\public\delegates\delegateinstancesimpl.h:1027]
UE4Editor_Engine!FNavigationOctree::DemandLazyDataGathering() [d:\luist\enginebuild\unrealengine\engine\source\runtime\engine\private\ai
avigation
avigationoctree.cpp:52]
UE4Editor_Engine!FRecastTileGenerator::DoAsyncGeometryGathering() [d:\luist\enginebuild\unrealengine\engine\source\runtime\engine\private\ai
avigation\recastnavmeshgenerator.cpp:1731]
UE4Editor_Engine!FRecastTileGenerator::DoWork() [d:\luist\enginebuild\unrealengine\engine\source\runtime\engine\private\ai
avigation\recastnavmeshgenerator.cpp:1673]
UE4Editor_Engine!FAsyncTask<FRecastTileGeneratorWrapper>::DoWork() [d:\luist\enginebuild\unrealengine\engine\source\runtime\core\public\async\asyncwork.h:264]
UE4Editor_Engine!FAsyncTask<FRecastTileGeneratorWrapper>::DoThreadedWork() [d:\luist\enginebuild\unrealengine\engine\source\runtime\core\public\async\asyncwork.h:288]
UE4Editor_Core!FQueuedThread::Run() [d:\luist\enginebuild\unrealengine\engine\source\runtime\core\private\hal hreadingbase.cpp:442]
UE4Editor_Core!FRunnableThreadWin::Run() [d:\luist\enginebuild\unrealengine\engine\source\runtime\core\private\windows\windowsrunnablethread.cpp:76]

Is it a large map? You might be running out of RAM

It’s 100 m X 100 m, so a very large floor. Nothing like a giant outdoor map or anything. There are 3,900 actors in the map.

The machines have 32gb of RAM on them. We’ve tried a few and it happens on all them about 1 second after pressing the “Build” button.

Ok, so we now know it’s related to the NavMesh. Anyone have any suggestions on how to fix it?