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Вылет редактора #105

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lnobad opened this issue Apr 11, 2020 · 6 comments
Closed

Вылет редактора #105

lnobad opened this issue Apr 11, 2020 · 6 comments
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debug Debug and profiling question Further information is requested

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@lnobad
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lnobad commented Apr 11, 2020

Владимир, Здравствуйте! Редактор вылетает при переходе в плеймод.

Настраивал по этой - инструкции

Unhandled Exception: 0xe06d7363
msvcp140
UE4Editor_VaFogOfWar!AVaFogLayer::UpdateUpscaleBuffer() [d:\build++portal+dev-marketplace+full\sync\localbuilds\plugintemp\hostproject\plugins\vafogofwar\source\vafogofwar\private\vafoglayer.cpp:545]
UE4Editor_VaFogOfWar!AVaFogLayer::UpdateBuffers() [d:\build++portal+dev-marketplace+full\sync\localbuilds\plugintemp\hostproject\plugins\vafogofwar\source\vafogofwar\private\vafoglayer.cpp:365]
UE4Editor_Engine!AActor::TickActor() [d:\build++ue4\sync\engine\source\runtime\engine\private\actor.cpp:996]
UE4Editor_Engine!FActorTickFunction::ExecuteTick() [d:\build++ue4\sync\engine\source\runtime\engine\private\actor.cpp:168]
UE4Editor_Engine!FTickFunctionTask::DoTask() [d:\build++ue4\sync\engine\source\runtime\engine\private\ticktaskmanager.cpp:285]
UE4Editor_Engine!TGraphTask::ExecuteTask() [d:\build++ue4\sync\engine\source\runtime\core\public\async\taskgraphinterfaces.h:847]
UE4Editor_Core!FNamedTaskThread::ProcessTasksNamedThread() [d:\build++ue4\sync\engine\source\runtime\core\private\async\taskgraph.cpp:686]
UE4Editor_Core!FNamedTaskThread::ProcessTasksUntilIdle() [d:\build++ue4\sync\engine\source\runtime\core\private\async\taskgraph.cpp:594]
UE4Editor_Engine!FTickTaskSequencer::ReleaseTickGroup() [d:\build++ue4\sync\engine\source\runtime\engine\private\ticktaskmanager.cpp:577]
UE4Editor_Engine!FTickTaskManager::RunTickGroup() [d:\build++ue4\sync\engine\source\runtime\engine\private\ticktaskmanager.cpp:1528]
UE4Editor_Engine!UWorld::RunTickGroup() [d:\build++ue4\sync\engine\source\runtime\engine\private\leveltick.cpp:782]
UE4Editor_Engine!UWorld::Tick() [d:\build++ue4\sync\engine\source\runtime\engine\private\leveltick.cpp:1567]
UE4Editor_UnrealEd!UEditorEngine::Tick() [d:\build++ue4\sync\engine\source\editor\unrealed\private\editorengine.cpp:1683]
UE4Editor_UnrealEd!UUnrealEdEngine::Tick() [d:\build++ue4\sync\engine\source\editor\unrealed\private\unrealedengine.cpp:410]
UE4Editor!FEngineLoop::Tick() [d:\build++ue4\sync\engine\source\runtime\launch\private\launchengineloop.cpp:4485]
UE4Editor!GuardedMain() [d:\build++ue4\sync\engine\source\runtime\launch\private\launch.cpp:173]
UE4Editor!GuardedMainWrapper() [d:\build++ue4\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:134]
UE4Editor!WinMain() [d:\build++ue4\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:263]
UE4Editor!__scrt_common_main_seh() [d:\agent_work\2\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl:288]
kernel32
ntdll

@ufna ufna added the question Further information is requested label Apr 29, 2020
@ufna
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ufna commented Apr 29, 2020

Привет!

Нужен проект с воспроизведением. По точке краша - совершенно хз что могло пойти не так, к сожалению. Выглядит так, что GC что-то успел подожрать, когда не должен был.

@lnobad
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lnobad commented Apr 29, 2020

А вот и проект - https://github.com/lnobad/VaFogOfWarTest.git

@ufna ufna added the debug Debug and profiling label Apr 30, 2020
@ufna
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ufna commented Apr 30, 2020

image

Here is the reason. Blocking volume should be applied to Terrain level only (VaFogTerrainLevel class)

@ufna
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ufna commented Apr 30, 2020

Все, заработался, на английском уже отвечаю на автомате.

Короче, блокинг вольюмы - они только для применения "на землю". Я класс переменной поправлю, чтобы нельзя было туда просто layer воткнуть.

@lnobad
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lnobad commented Apr 30, 2020

Спасибо!

@ufna
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ufna commented Apr 30, 2020

Не за что, я чет упустил этот момент. Завел #107 , подумаю отдельно на праздниках.

Спасибо за репорт и тестовый проект! Если нужна "полная" гусевая демка с настроенным туманом - пингани на почту, пришлю в качестве компенсации за рисеч :)

@ufna ufna closed this as completed Apr 30, 2020
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