Summary
When the editor crashes and you load back up all the Waterbodies are completely screwed up and the only way to fix them is to transfer your entire project to a new level
Please select what you are reporting on:
Unreal Editor for Fortnite
What Type of Bug are you experiencing?
Stability
Steps to Reproduce
Open editor, place waterbodies, try to get your editor to crash then open up again
Expected Result
the waterbodies are still intact and work
Observed Result
they do not and are completely broken
Platform(s)
N/A
Island Code
N/A
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Additional Notes
If needed i can send the project file privately if repro is difficult
ive been playing around with it, and it seems to be when something is too far from 0,0,0 the waterzone wont work anymore
so as you can see on the left the foam and everything on the ocean is working as soon as i try to move it past that the water no longer spawns
but then if i move it all the way to the right it works again
it wont work with the landscape for some reason, and this happened after my uefn crashed and effects every level
Hi @Leo_JokerYT , thanks for reporting this issue. We’ve been investigating your issue and have found the following:
The main Landscape Material used in the project, M_CommonLandscape, has a “MF_Corrupted” material function which outputs a float3. The static switch appears to be tricking the translator into accepting the invalid MF. The problem can be fixed by passing the output of MF_Corrupted through a MakeMaterialAttributes.
It’s expected this issue would be caught during the compilation process and are further investigating why it’s missed. Thanks for your help and let me know if you have any questions.
Cheers, Jared
1 Like
Thanks! Im just a tad bit confused does this fix the water issue, or is it a general issue the project had? Our waterbodies in the project worked fine until a random editor crash.
Additionally we never had infinite compilation errors with that material
only with a random proxy near the center of the Ch3 inspired map with M_Artemis_Frontier, it would fix itself if you re applied it to the proxy but then break if you opened a level sequence or moved an actor. its odd though because it would only not compile on part of the proxy. I was thinking maybe the Fake RVT (MF_Fake_RVT and MF_Fake_RVT_Artemis) could be the cause, drawing too many texture samplers but i have it pretty optimized, so not sure
FORT-1015950’s status has changed to ‘Ready for QA’. A member of the QA department is investigating the issue.