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  1. #1

    Default Foliage Mode problem?

    Hello,

    I'm really new to UDK so please excuse me if i'm just doing something wrong?

    I have the latest version of UDK for my OS, Version 9953.


    My issue is whenever I start using "Foliage Mode", by clicking the icon, the box appears like normal. Everything work's fine. However, when I close the dialog box UDK instantly crashes on me? Windows pops up with " BUILT WITH UDK has stopped working" , the error message pops up twice one after another when closed? Why? Every SINGLE TIME. Just right now I opened UDK, it loaded fully, I open "Foliage Mode", then as soon as I press the ' X ' to close the box it crashes?

    This has to be a bug, right? I tried looking for crash logs but can't find anything, or maybe I just don't know where to find UDK's crash logs?

    Thanks,

    Rhynder

    PC Specs:
    Code:
    My PC is kind of old, I'm in the process of upgrading.
    
    Vista 32-bit ( I know, I know, I'm waiting until I learn more info about Windows 8)
    
    AMD Athlon 7750 2.70ghz BE (In process of upgrading to better CPU)
    
    2GB DDR 2 Ram  (DDR3 8GB is coming pending a motherboard change)
    
    XFX 9600GT 512mb (GTX 460 1GB is on the way as a place holder until the GTX 680's go down in price)

  2. #2
    Boomshot
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    Default

    I have no issues with the foliage editor on a GTX 580 PC with an i7. Definitely wait to upgrade everything before trying anything else. Your current specs just can't handle UDK at the moment.

  3. #3
    MSgt. Shooter Person
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    Default

    maybe check you don't have mobile emulation on?

  4. #4

    Default

    @JessieG

    I know that I need to upgrade, desperately so, however UDK works just fine for me in normal usage. I can run all the default maps at 40 -60FPS in the view port. I can also fill a blank map with a bunch of random static meshes and everything still compiles and runs just fine. So I'm pretty sure closing a dialog box wouldn't over-tax my system?


    @online|offworld
    How can i check that Mobile Emulation is on? I just re-installed UDK and it's still doing it every time?
    Last edited by Rhynder; 06-08-2012 at 02:29 PM.

  5. #5
    Skaarj
    Join Date
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    Default

    I have a similar problem

  6. #6

    Default

    Quote Originally Posted by Rhynder View Post
    Hello,

    I'm really new to UDK so please excuse me if i'm just doing something wrong?

    I have the latest version of UDK for my OS, Version 9953.


    My issue is whenever I start using "Foliage Mode", by clicking the icon, the box appears like normal. Everything work's fine. However, when I close the dialog box UDK instantly crashes on me? Windows pops up with " BUILT WITH UDK has stopped working" , the error message pops up twice one after another when closed? Why? Every SINGLE TIME. Just right now I opened UDK, it loaded fully, I open "Foliage Mode", then as soon as I press the ' X ' to close the box it crashes?

    This has to be a bug, right? I tried looking for crash logs but can't find anything, or maybe I just don't know where to find UDK's crash logs?

    Thanks,

    Rhynder

    PC Specs:
    Code:
    My PC is kind of old, I'm in the process of upgrading.
    
    Vista 32-bit ( I know, I know, I'm waiting until I learn more info about Windows 8)
    
    AMD Athlon 7750 2.70ghz BE (In process of upgrading to better CPU)
    
    2GB DDR 2 Ram  (DDR3 8GB is coming pending a motherboard change)
    
    XFX 9600GT 512mb (GTX 460 1GB is on the way as a place holder until the GTX 680's go down in price)

    hi,
    even i am facing same issue but i find out a way to avoid that crashing, once you finishes with ur foliage painting don't click close(X) icon, instead of that just click "foliage" icon from the modes(it located on left side of the window).
    (sorry for my bad English)

  7. #7
    Redeemer
    Join Date
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    Location
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    Default

    UDK should not crash with this kind of hardware i was on the foliage map just a second ago on a geforce 7050 and it lags yes the fps might 4 frames per second but it does not crash, could you post your launch log ? you can find it in your UDK directory, UDKGame, logs, click on launch and post the whole content here,

  8. #8

    Default

    OK some new information on this subject.

    Code:
    UDK July Build
    
    Windows 8 64 Bit Release Preview BUILD 8400
    
    AMD Athlon 7750 2.70ghz Black Edition (Motherboard prohibits OCing)
    
    2GB DDR 2 Ram  
    
    GTX 460 1GB (Reference model)

    Even with the better OS and graphics card and using the new July Build of UDK it still crashes when using foliage mode? WHY? It doesn't crash when I do what somu189 had suggested, but does if use the normal X Button?



    Here is my LOG it's same for DX11 and DX9, here is the DX11 one. I can post the DX9 if needed. It doesn't seem like it gives any kind of error, at least one i can see. I cleared all my LOG's then launched UDK , it fully loaded and I opened foliage mode, I didn't place anything or touch anything, then closed it with the X icon. Instant crash with" BUILT WITH UDK has stopped working "

    Code:
    Log: Log file open, 08/07/12 21:07:13
    Init: WinSock: version 1.1 (2.2), MaxSocks=32767, MaxUdp=65467
    DevConfig: GConfig::LoadFile associated file:  ..\..\UDKGame\Config\UDKEditorUserSettings.ini
    DevConfig: GConfig::Find has loaded file:  ..\..\Engine\Config\ConsoleVariables.ini
    Init: Version: 10246
    Init: Epic Internal: 0
    Init: Compiled (64-bit): Jul 27 2012 15:52:52
    Init: Changelist: 1340247
    Init: Command line: editor  
    Init: Base directory: E:\UDK\UDK-2012-07\Binaries\Win64\
    [0000.24] Init: Computer: ADMINISTRATOR
    [0000.25] Init: User: Admin
    [0000.25] Init: CPU Page size=4096, Processors=2
    [0000.25] Init: High frequency timer resolution =2.636813 MHz
    [0000.25] Init: Memory total: Physical=2.0GB (2GB approx) Pagefile=4.1GB Virtual=8192.0GB
    [0000.25] Log: Steam Client API Disabled!
    [0000.27] Init: WinSock: I am Administrator (192.168.254.105:0)
    [0000.27] Init: Presizing for 0 objects not considered by GC, pre-allocating 0 bytes.
    [0000.27] Init: Object subsystem initialized
    [0000.29] Log: SystemSettings based on: SystemSettings
    [0000.31] Log: Found D3D11 adapter 0: NVIDIA GeForce GTX 460
    [0000.31] Log: Adapter has 978MB of dedicated video memory, 0MB of dedicated system memory, and 767MB of shared system memory
    [0000.37] Log: Found D3D11 adapter 1: Microsoft Basic Render Driver
    [0000.37] Log: Adapter has 0MB of dedicated video memory, 0MB of dedicated system memory, and 256MB of shared system memory
    [0000.38] Log: Shader platform (RHI): PC-D3D-SM3
    [0000.63] Log: PhysX GPU Support: DISABLED
    [0000.63] Init: Initializing FaceFX...
    [0000.63] Init: FaceFX 1.7.4 initialized.
    [0003.15] Init: Finished loading startup packages in 2.30 seconds
    [0003.16] Log: 81167 objects as part of root set at end of initial load.
    [0003.16] Log: 0 out of 0 bytes used by permanent object pool.
    [0005.35] Log: Supported Consoles:
    [0005.35] Log:   IPhone
    [0005.35] Log:   Mac
    [0005.35] Log:   PC
    [0005.35] Log: Initializing Engine...
    [0005.51] Log: Encountered missing default brush - spawning new one
    [0005.52] Init: UEngine initialized
    [0005.52] Log: Primary PhysX scene will be in software.
    [0005.52] Log: Creating Primary PhysX Scene.
    [0005.53] Init: Transaction tracking system initialized
    [0005.55] Log: Can't find edit package 'OnlineSubsystemGameSpy'
    [0005.55] Log: Can't find edit package 'OnlineSubsystemLive'
    [0006.15] Init: XAudio2 using 'Speakers (5- High Definition Audio Device)' : 2 channels at 44.1 kHz using 16 bits per sample (channel mask 0x3)
    [0006.18] Init: XAudio2Device initialized.
    [0006.31] Log: Found PS2 controller with new converter
    [0006.41] Log: Found PS2 controller with new converter
    [0006.41] Init: Client initialized
    [0006.41] Init: Editor engine initialized
    [0006.53] Log: Initializing Engine Completed
    [0006.53] Log: >>>>>>>>>>>>>> Initial startup: 6.53s <<<<<<<<<<<<<<<
    [0006.62] Cmd: MODE MAPEXT=udk
    [0006.75] SourceControl: Source Control disabled in UDKEditorUserSettings.ini.  [SourceControl] has Disabled=True
    [0010.52] Log: Game asset database maintenance completed successfully.
    [0012.75] Log: Found D3D11 adapter 0: NVIDIA GeForce GTX 460
    [0012.75] Log: Adapter has 978MB of dedicated video memory, 0MB of dedicated system memory, and 767MB of shared system memory
    [0012.77] Log: Found D3D11 adapter 1: Microsoft Basic Render Driver
    [0012.77] Log: Adapter has 0MB of dedicated video memory, 0MB of dedicated system memory, and 256MB of shared system memory
    [0014.50] Cmd: MAP LOAD FILE="..\..\Engine\Content\Maps\Templates\Template_MidDay.umap" TEMPLATE=0
    [0014.73] Log: Encountered missing default brush - spawning new one
    [0015.03] Log: New File, Existing Package (Package Untitled_2, Package template_midday)
    [0015.15] Log: -- Checking Building LODs
    [0015.18] Log: Primary PhysX scene will be in software.
    [0015.18] Log: Creating Primary PhysX Scene.
    [0015.19] Log: Finished looking for orphan Actors (0.011 secs)
    [0015.19] Cmd: MAP CHECKDEP DONTCLEARMESSAGES DONTDOSLOWREFCHECK
    [0015.20] Log: TIMER ALL OF INIT : [14.556530]
    [0027.25] Exit: Preparing to exit.
    [0027.55] Exit: Editor shut down
    [0027.56] Exit: Transaction tracking system shut down
    [0027.70] Exit: Windows client shut down
    [0027.70] Exit: XAudio2 Device shut down.
    [0027.80] Exit: Object subsystem successfully closed.
    [0027.81] Log: Shutting down FaceFX...
    [0027.81] Log: FaceFX shutdown.
    [0027.84] Exit: Exiting.
    [0027.85] Log: Log file closed, 08/07/12 21:07:40

    Windows Error reporting service reports this (Not sure if needed just giving all the information needed to maybe find a cause of this issue)
    Code:
    Problem signature:
      Problem Event Name:	APPCRASH
      Application Name:	UDK.exe
      Application Version:	1.0.10246.0
      Application Timestamp:	5012f29c
      Fault Module Name:	KERNELBASE.dll
      Fault Module Version:	6.2.8400.0
      Fault Module Timestamp:	4fb7153c
      Exception Code:	e0434352
      Exception Offset:	000000000002decc
      OS Version:	6.2.8400.2.0.0.256.48
      Locale ID:	1033
      Additional Information 1:	2316
      Additional Information 2:	23166575c8c6865430552948a47a6868
      Additional Information 3:	97a1
      Additional Information 4:	97a1c9612ac98207c4808692eeaee255
    Last edited by Rhynder; 08-07-2012 at 09:37 PM.

  9. #9
    Redeemer
    Join Date
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    Default

    There is no crash in this log did you kill the process ? are you sure this is the correct log ?

  10. #10

    Default

    Nope, I did not kill the process. That is all the log shows, there are no errors shown in log. Nothing. That's what I don't get Windows shows clearly that UDK crashed, but the UDK Logs acts as if I just closed it normally, which I didn't.


    Ok, for now I can use the trick somu189 suggested as it works just fine. However I would like to find a long term solution to this issue as I know after a few hours of working I will forget and hit the X and crash the program and lose everything.

    So is there anything else I can try to figure this out, maybe a special command? If there is any DEV's reading this I can provide any information that may be required.


    Here is everything I do.

    http://i1224.photobucket.com/albums/...nder/Step1.jpg

    As soon as that X icon is pressed this happens.

    http://i1224.photobucket.com/albums/...nder/Error.png

  11. #11
    Skaarj
    Join Date
    May 2012
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    Default

    same issue in UDK 2012-07...(

  12. #12

    Default

    When I use the foliage brush and do a "build all", the static mesh turns black and appears to have lost the material, however if I use the UNLIT section the material is there. How do I get the material to be visible in LIT mode?

    PS I to was having the crash problem but I was avoiding it by saving the map before closing the foliage brush.

  13. #13
    MSgt. Shooter Person
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    Cool

    The "foliage brush mode" issue exists in November release.I can't even open the "foliage brush window" all Editor View ports will changed to"Black" first then crash the Editor. The "Landscape mode" works fine. May be I should do a fresh install once again...just to make sure it's a sort of burg because all my windows and drivers are up to date.
    My Workstation:
    Windows 7 64bit
    Video Card: nVidia Quadro FX 4000; Physical Memory: 32 GB and CPU W3550 @ 3.07 GHz.

    Anyone out there been through this issue and manage to resolve please share.
    What have we become!...

  14. #14
    MSgt. Shooter Person
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    Anyone come up with a work around this problem?...please post. Fresh install or not,the issue is still there.
    What have we become!...

  15. #15
    MSgt. Shooter Person
    Join Date
    Jun 2012
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    Default

    I was able to reproduce this in the July Build, however this issue has been fixed in the Nov Build.
    Engine QA | Epic Games, Inc

  16. #16
    MSgt. Shooter Person
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    Really fixed?. WOW. I have installed both versions particularly "Nov Build" and still can't understand failed to use "Foliage Mode" window w/out crashing the Editor.....why is that?.







    I can't show anything else because of the constant crash....."Nov Build".
    What have we become!...

  17. #17
    MSgt. Shooter Person
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    LOG:
    //////


    Log: Log file open, 12/17/12 14:05:27
    Init: WinSock: version 1.1 (2.2), MaxSocks=32767, MaxUdp=65467
    DevConfig: GConfig::Find has loaded file: ..\..\Engine\Config\ConsoleVariables.ini
    Init: Version: 10499
    Init: Epic Internal: 0
    Init: Compiled (64-bit): Oct 28 2012 02:50:03
    Init: Changelist: 1426632
    Init: Command line: editor
    Init: Base directory: C:\UDK\UDK-2012-10\Binaries\Win64\
    [0000.27] Init: Computer: YAILORI-PC
    [0000.27] Init: User: Yailori
    [0000.27] Init: CPU Page size=4096, Processors=8
    [0000.27] Init: High frequency timer resolution =3.001660 MHz
    [0000.27] Init: Memory total: Physical=32.0GB (32GB approx) Pagefile=64.0GB Virtual=8192.0GB
    [0000.27] Log: Steam Client API Disabled!
    [0000.30] Init: WinSock: I am Yailori-PC (192.168.1.8:0)
    [0000.30] Init: Presizing for 0 objects not considered by GC, pre-allocating 0 bytes.
    [0000.30] Init: Object subsystem initialized
    [0000.34] Log: SystemSettings based on: SystemSettings
    [0000.35] Log: Found D3D11 adapter 0: NVIDIA Quadro 4000
    [0000.35] Log: Adapter has 1999MB of dedicated video memory, 0MB of dedicated system memory, and 16123MB of shared system memory
    [0000.72] Log: Shader platform (RHI): PC-D3D-SM3
    [0001.07] Log: PhysX GPU Support: DISABLED
    [0001.08] Init: Initializing FaceFX...
    [0001.08] Init: FaceFX 1.7.4 initialized.
    [0002.84] Init: Finished loading startup packages in 1.65 seconds
    [0002.85] Log: 81833 objects as part of root set at end of initial load.
    [0002.85] Log: 0 out of 0 bytes used by permanent object pool.
    [0004.96] Log: Supported Consoles:
    [0004.96] Log: IPhone
    [0004.96] Log: Mac
    [0004.96] Log: PC
    [0004.96] Log: Initializing Engine...
    [0005.03] Log: Encountered missing default brush - spawning new one
    [0005.04] Init: UEngine initialized
    [0005.04] Log: Primary PhysX scene will be in software.
    [0005.04] Log: Creating Primary PhysX Scene.
    [0005.04] Init: Transaction tracking system initialized
    [0005.05] Log: Can't find edit package 'OnlineSubsystemGameSpy'
    [0005.05] Log: Can't find edit package 'OnlineSubsystemLive'
    [0005.49] Init: XAudio2 using 'Speakers (2- High Definition Audio Device)' : 2 channels at 44.1 kHz using 16 bits per sample (channel mask 0x3)
    [0005.54] Init: XAudio2Device initialized.
    [0005.59] Init: Client initialized
    [0005.59] Init: Editor engine initialized
    [0005.67] Log: Initializing Engine Completed
    [0005.67] Log: >>>>>>>>>>>>>> Initial startup: 5.67s <<<<<<<<<<<<<<<
    [0005.73] Cmd: MODE MAPEXT=udk
    [0005.83] SourceControl: Source Control disabled in UDKEditorUserSettings.ini. [SourceControl] has Disabled=True
    [0007.20] Log: Found D3D11 adapter 0: NVIDIA Quadro 4000
    [0007.20] Log: Adapter has 1999MB of dedicated video memory, 0MB of dedicated system memory, and 16123MB of shared system memory
    [0008.63] Cmd: MAP LOAD FILE="..\..\Engine\Content\Maps\Templates\Template _MidDay.umap" TEMPLATE=0
    [0008.78] Log: Encountered missing default brush - spawning new one
    [0008.97] Log: New File, Existing Package (Package Untitled_2, Package template_midday)
    [0009.03] Log: -- Checking Building LODs
    [0009.03] Log: Primary PhysX scene will be in software.
    [0009.03] Log: Creating Primary PhysX Scene.
    [0009.04] Log: Finished looking for orphan Actors (0.003 secs)
    [0009.04] Cmd: MAP CHECKDEP DONTCLEARMESSAGES DONTDOSLOWREFCHECK
    [0009.04] Log: TIMER ALL OF INIT : [7.954869]
    [0021.59] Cmd: MAP LOAD FILE="C:\UDK\UDK-2012-10\UDKGame\Content\UnrealDunya\Maps\UDCM_DEMO_LEVE IL.udk" TEMPLATE=0
    [0021.63] Log: Encountered missing default brush - spawning new one
    [0022.30] Log: Building adjacency information for static mesh 'WuduPackage-1.WUDU_kmr_abf_mid-geom'.
    [0022.35] Log: Building adjacency information for static mesh 'Malakum.LargeWindowFrame'.
    [0022.35] Log: Building adjacency information for static mesh 'Malakum.WallSuptDeco_wallsupt'.
    [0022.36] Log: Building adjacency information for static mesh 'WuduPackage-1.Abollusion'.
    [0022.38] Log: Building adjacency information for static mesh 'Malakum.Dome_ArchSupports'.
    [0022.38] Log: Building adjacency information for static mesh 'WuduPackage-1.WuduWalls'.
    [0022.39] Log: Building adjacency information for static mesh 'ExteriorStructuralWalls.ArchDesignWalls_ArchDesig nWalls'.
    [0022.39] Log: Building adjacency information for static mesh 'ExteriorStructuralWalls.ArchDesignWalls_ArchDesig nWalls'.
    [0022.39] Log: Building adjacency information for static mesh 'ExteriorStructuralWalls.SquarWall_Column'.
    [0022.39] Log: Building adjacency information for static mesh 'ExteriorStructuralWalls.SquarWall_Column'.
    [0022.39] Log: Building adjacency information for static mesh 'WuduPackage-1.WuduRmFlr_1'.
    [0022.40] Log: Building adjacency information for static mesh 'CommercialBuildings_01.Building_Set01'.
    [0022.46] Log: Building adjacency information for static mesh 'WuduPackage-1.WuduWallsPedestal'.
    [0022.46] Log: Building adjacency information for static mesh 'ExteriorStructuralWalls.WallColumnSupt'.
    [0022.46] Log: Building adjacency information for static mesh 'Marakesh_Souk.s_arch_2404A'.
    [0022.47] Log: Building adjacency information for static mesh 'MasjidWDN_DRS02.WOODN_DOOR03_WOODN_DOOR'.
    [0022.47] Log: Building adjacency information for static mesh 'MasjidWDN_DRS02.WOODN_DOOR04'.
    [0022.47] Log: Building adjacency information for static mesh 'MasjidWindows.GlassScreen_WoodenFrame'.
    [0022.47] Log: Building adjacency information for static mesh 'MasjidCeiling_Package.MHallway_Entrance_K101'.
    [0022.48] Log: Building adjacency information for static mesh 'MasjidCeiling_Package.MasjidMainRoof'.
    [0022.48] Log: Building adjacency information for static mesh 'MasjidCeiling_Package.Part_1_MasjidCeiling'.
    [0022.49] Log: Building adjacency information for static mesh 'Malakum.DomeStructure'.
    [0022.51] Log: Building adjacency information for static mesh 'Malakum.WallColDecoSupt'.
    [0022.53] Log: Building adjacency information for static mesh 'Malakum.DomeCeilingSupt'.
    [0022.54] Log: Building adjacency information for static mesh 'Highways_Street_System01.Object048'.


    [0022.61] Log: Octree Warning (AddPrimitive): StaticMeshComponent_1 (Owner: UDCM_DEMO_LEVEIL.TheWorld:PersistentLevel.StaticMe shActor_682) Outside World.
    [0022.61] Log: Octree Warning (AddPrimitive): StaticMeshComponent_1 (Owner: UDCM_DEMO_LEVEIL.TheWorld:PersistentLevel.StaticMe shActor_683) Outside World.
    [0022.62] Log: Octree Warning (AddPrimitive): StaticMeshComponent_1 (Owner: UDCM_DEMO_LEVEIL.TheWorld:PersistentLevel.StaticMe shActor_684) Outside World.
    [0022.62] Log: Octree Warning (AddPrimitive): StaticMeshComponent_1 (Owner: UDCM_DEMO_LEVEIL.TheWorld:PersistentLevel.StaticMe shActor_685) Outside World.
    [0022.62] Log: Octree Warning (AddPrimitive): StaticMeshComponent_1 (Owner: UDCM_DEMO_LEVEIL.TheWorld:PersistentLevel.StaticMe shActor_686) Outside World.
    [0022.62] Log: Octree Warning (AddPrimitive): StaticMeshComponent_1 (Owner: UDCM_DEMO_LEVEIL.TheWorld:PersistentLevel.StaticMe shActor_687) Outside World.
    [0022.62] Log: Octree Warning (AddPrimitive): StaticMeshComponent_1 (Owner: UDCM_DEMO_LEVEIL.TheWorld:PersistentLevel.StaticMe shActor_688) Outside World.
    [0022.62] Log: Octree Warning (AddPrimitive): StaticMeshComponent_1 (Owner: UDCM_DEMO_LEVEIL.TheWorld:PersistentLevel.StaticMe shActor_689) Outside World.
    [0022.62] Log: Octree Warning (AddPrimitive): StaticMeshComponent_1 (Owner: UDCM_DEMO_LEVEIL.TheWorld:PersistentLevel.StaticMe shActor_690) Outside World.
    [0022.62] Log: Octree Warning (AddPrimitive): StaticMeshComponent_1 (Owner: UDCM_DEMO_LEVEIL.TheWorld:PersistentLevel.StaticMe shActor_691) Outside World.
    [0022.62] Log: Octree Warning (AddPrimitive): StaticMeshComponent_1 (Owner: UDCM_DEMO_LEVEIL.TheWorld:PersistentLevel.StaticMe shActor_692) Outside World.
    [0022.62] Log: Octree Warning (AddPrimitive): StaticMeshComponent_1 (Owner: UDCM_DEMO_LEVEIL.TheWorld:PersistentLevel.StaticMe shActor_693) Outside World.
    [0022.62] Log: Octree Warning (AddPrimitive): StaticMeshComponent_1 (Owner: UDCM_DEMO_LEVEIL.TheWorld:PersistentLevel.StaticMe shActor_694) Outside World.
    [0022.62] Log: Octree Warning (AddPrimitive): StaticMeshComponent_1 (Owner: UDCM_DEMO_LEVEIL.TheWorld:PersistentLevel.StaticMe shActor_695) Outside World.
    [0022.62] Log: Octree Warning (AddPrimitive): StaticMeshComponent_1 (Owner: UDCM_DEMO_LEVEIL.TheWorld:PersistentLevel.StaticMe shActor_696) Outside World.
    [0022.62] Log: Octree Warning (AddPrimitive): StaticMeshComponent_10 (Owner: UDCM_DEMO_LEVEIL.TheWorld:PersistentLevel.StaticMe shActor_697) Outside World.
    [0022.62] Log: Octree Warning (AddPrimitive): StaticMeshComponent_10 (Owner: UDCM_DEMO_LEVEIL.TheWorld:PersistentLevel.StaticMe shActor_698) Outside World.
    [0022.62] Log: Octree Warning (AddPrimitive): StaticMeshComponent_7 (Owner: UDCM_DEMO_LEVEIL.TheWorld:PersistentLevel.StaticMe shActor_699) Outside World.
    [0022.81] Log: -- Checking Building LODs
    [0022.81] Log: Primary PhysX scene will be in software.
    [0022.81] Log: Creating Primary PhysX Scene.
    [0022.82] Log: Finished looking for orphan Actors (0.004 secs)
    [0022.89] Cmd: MAP CHECKDEP DONTCLEARMESSAGES DONTDOSLOWREFCHECK
    [0023.43] Cmd: UpdateLandscapeEditorData
    [0037.76] Cmd: MODE FOLIAGE
    [0040.17] Log: === Critical error: ===
    Fatal error!
    Last edited by NickBullard; 12-17-2012 at 05:23 PM.
    What have we become!...

  18. #18
    MSgt. Shooter Person
    Join Date
    Jun 2012
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    Default

    There are 2 separate issues being presented in this thread. The closing of Foliage Tool causing UDK to shut down the editor, which i was able to reproduce in July but has been fixed in the Nov.

    For the second issue, of the editor crashing when enabling the Foliage Tool, I have not seen this issue and have not been able to reproduce it in either July or Nov. I will continue to look into it.

    Does the crash occur in the default template map?
    Engine QA | Epic Games, Inc

  19. #19
    MSgt. Shooter Person
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    You know I thought about that; the answer is no crash occurred in the default template. Foliage Mode within default template strangely works fine w/out terrain map; but that's not the issue here. However,all my previous levels that used to function correctly in "Foliage Mode" now failed every single time. Like I said above,enabling the Foliage Tool not working for me in either July or November build. I sure hope you or anyone can find out why.
    What have we become!...

  20. #20
    MSgt. Shooter Person
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    No crash in the default map, but with a previously created map, that has terrain and foliage, the editor will crash once foliage tool is enabled, correct?
    Engine QA | Epic Games, Inc

  21. #21
    MSgt. Shooter Person
    Join Date
    Dec 2009
    Location
    USA
    Posts
    144
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    Default

    Yes Sir.
    It's strange after transition of my terrain map from May build to July and Nov....(both build never allow me use "Foliage Mode) everything went "PUFFF!" on me as far as terrain Foliage stuff; everything else works fine.
    What have we become!...


 

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