Closed domofclarkes closed 1 year ago
Thanks a lot for the detailed report. I've been chasing after this one for a while but I've never been able to reproduce it.
You're giving me ideas on how to try to reproduce it so I'll test it as soon as I find time to work on this.
Thanks
Thanks. Actually, just to correct myself, the issue began happening before the shipping build was used, so I don't think that's necessarily a factor in any of it, other than it will have changed the timings. It used to happen using PIE, but we can't repro using that anymore, it's only happening in packaged builds atm.
Hey sorry I'm very late but I finally took the time to try to reproduce the crash and was able to do so ! Here is the fix. Thanks a lot for reporting it.
I'll wait a couple more fixes before preparing a new Release version, unless you really want/need it soon ?
Hi, we've added some clouds to our level and recently created a shipping package, but are hitting a crash on level restart about 20% of the time. It's only happening on the shipping build as far as we've seen.
Callstack is
The reason it seems to be crashing is because VolumeRenderInfos is empty, so when it does
FVolumeRenderInfos& VolRenderInfos = VolumeRenderInfos[FrameIdx];
it returns some random memory (or asserts because the array index is out of bounds).
I can see that the VolumeRenderInfos gets cleared in UVdbVolumeSequence::ReleaseResources()
So it would appear that a new request has been added between UVdbVolumeSequence::BeginDestroy and UVdbVolumeSequence::FinishDestroy
Would that cause this issue?
Let me know if you need any more info. Thanks