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An Unreal Engine 4 implementation of the Polygonal Map Generator for generating islands found at http://www-cs-students.stanford.edu/~amitp/game-programming/polygon-map-generation/

License: Apache License 2.0

C# 1.45% C++ 98.09% C 0.46%
ue4 unreal-engine delaunay-triangulation polygon voronoi voronoi-diagram map-generation unrealengine unreal-engine-4 game

unreal-polygonal-map-gen's Issues

UE4 editor crashes every time runs the Example Project

Working with UE4.16, the UE4 editor crashes and closes every time when I run the Example Project.
I can't fix it :-(
Any help is appreciated.

This is part of the output log.

[2017.07.26-08.53.08:998][421]LogWorldGen: Created a total of 1500 Centers, 2977 Corners, and 8928 Edges.
[2017.07.26-08.53.08:999][421]LogWorldGen: Created graph in 0.512500 seconds.
[2017.07.26-08.53.09:081][422]LogWorldGen: Elevations assigned in 0.594419 seconds.
[2017.07.26-08.53.53:468][423]LogWindows:Warning: CreateProc failed (2) ../../../Engine/Binaries/Win64/CrashReportClient.exe "F:/myTerrainTest/UnrealPolygonalMapGenExample-master/Saved/Crashes/UE4CC-Windows-B9ECDBDF4FEE66820964738B60FB8673_0001" -AppName=UE4-PolygonalMapExample -CrashGUID=UE4CC-Windows-B9ECDBDF4FEE66820964738B60FB8673_0001 -DebugSymbols=......\Engine\Intermediate\Symbols
[2017.07.26-08.53.53:468][423]LogWindows: Could not start CrashReportClient.exe
[2017.07.26-08.53.53:468][423]LogMemory: Platform Memory Stats for Windows
[2017.07.26-08.53.53:468][423]LogMemory: Process Physical Memory: 1719.66 MB used, 1882.98 MB peak
[2017.07.26-08.53.53:468][423]LogMemory: Process Virtual Memory: 2108.33 MB used, 2179.91 MB peak
[2017.07.26-08.53.53:468][423]LogMemory: Physical Memory: 15617.14 MB used, 17067.18 MB free, 32684.32 MB total
[2017.07.26-08.53.53:468][423]LogMemory: Virtual Memory: 3046.39 MB used, 17067.18 MB free, 8388608.00 MB total
[2017.07.26-08.53.53:468][423]LogCrashTracker:

[2017.07.26-08.53.53:468][423]LogCrashTracker:

[2017.07.26-08.53.53:468][423]LogWindows:Error: === Critical error: ===
[2017.07.26-08.53.53:468][423]LogWindows:Error:
[2017.07.26-08.53.53:468][423]LogWindows:Error: Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x00000068
[2017.07.26-08.53.53:468][423]LogWindows:Error:
[2017.07.26-08.53.53:468][423]LogWindows:Error: UE4Editor-Engine.dll!TMapBase<FName,unsigned char * __ptr64,FDefaultSetAllocator,TDefaultMapHashableKeyFuncs<FName,unsigned char * __ptr64,0> >::GetKeys() [e:\tigerknightorbis\unrealengine\engine\source\runtime\core\public\containers\map.h:266]
[2017.07.26-08.53.53:468][423]LogWindows:Error: UE4Editor-Engine.dll!UDataTable::GetRowNames() [e:\tigerknightorbis\unrealengine\engine\source\runtime\engine\private\datatable.cpp:635]
[2017.07.26-08.53.53:468][423]LogWindows:Error: UE4Editor-PolygonalMapGenerator.dll!URiver::InitializeRiver() [f:\myterraintest\unrealpolygonalmapgenexample-master\plugins\polygonalmapgenerator\source\polygonalmapgenerator\private\maps\moisture\river.cpp:76]
[2017.07.26-08.53.53:468][423]LogWindows:Error: UE4Editor-PolygonalMapGenerator.dll!UMoistureDistributor::CreateRivers() [f:\myterraintest\unrealpolygonalmapgenexample-master\plugins\polygonalmapgenerator\source\polygonalmapgenerator\private\maps\moisture\moisturedistributor.cpp:615]
[2017.07.26-08.53.53:468][423]LogWindows:Error: UE4Editor-PolygonalMapGenerator.dll!AIslandMapGenerator::AssignMoisture() [f:\myterraintest\unrealpolygonalmapgenexample-master\plugins\polygonalmapgenerator\source\polygonalmapgenerator\private\maps\islandmapgenerator.cpp:339]
[2017.07.26-08.53.53:468][423]LogWindows:Error: UE4Editor-CoreUObject.dll!UFunction::Invoke() [e:\tigerknightorbis\unrealengine\engine\source\runtime\coreuobject\private\uobject\class.cpp:4461]
[2017.07.26-08.53.53:468][423]LogWindows:Error: UE4Editor-CoreUObject.dll!UObject::ProcessEvent() [e:\tigerknightorbis\unrealengine\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:1313]
[2017.07.26-08.53.53:468][423]LogWindows:Error: UE4Editor-Engine.dll!AActor::ProcessEvent() [e:\tigerknightorbis\unrealengine\engine\source\runtime\engine\private\actor.cpp:695]
[2017.07.26-08.53.53:468][423]LogWindows:Error: UE4Editor-PolygonalMapGenerator.dll!AIslandMapGenerator::ExecuteNextMapStep() [f:\myterraintest\unrealpolygonalmapgenexample-master\plugins\polygonalmapgenerator\source\polygonalmapgenerator\private\maps\islandmapgenerator.cpp:120]
[2017.07.26-08.53.53:468][423]LogWindows:Error: UE4Editor-Engine.dll!AActor::TickActor() [e:\tigerknightorbis\unrealengine\engine\source\runtime\engine\private\actor.cpp:874]
[2017.07.26-08.53.53:468][423]LogWindows:Error: UE4Editor-Engine.dll!FActorTickFunction::ExecuteTick() [e:\tigerknightorbis\unrealengine\engine\source\runtime\engine\private\actor.cpp:126]
[2017.07.26-08.53.53:468][423]LogWindows:Error: UE4Editor-Engine.dll!FTickFunctionTask::DoTask() [e:\tigerknightorbis\unrealengine\engine\source\runtime\engine\private\ticktaskmanager.cpp:269]
[2017.07.26-08.53.53:468][423]LogWindows:Error: UE4Editor-Engine.dll!TGraphTask::ExecuteTask() [e:\tigerknightorbis\unrealengine\engine\source\runtime\core\public\async\taskgraphinterfaces.h:883]
[2017.07.26-08.53.53:468][423]LogWindows:Error: UE4Editor-Core.dll!FNamedTaskThread::ProcessTasksNamedThread() [e:\tigerknightorbis\unrealengine\engine\source\runtime\core\private\async\taskgraph.cpp:954]
[2017.07.26-08.53.53:468][423]LogWindows:Error: UE4Editor-Core.dll!FNamedTaskThread::ProcessTasksUntilQuit() [e:\tigerknightorbis\unrealengine\engine\source\runtime\core\private\async\taskgraph.cpp:701]
[2017.07.26-08.53.53:468][423]LogWindows:Error: UE4Editor-Core.dll!FTaskGraphImplementation::WaitUntilTasksComplete() [e:\tigerknightorbis\unrealengine\engine\source\runtime\core\private\async\taskgraph.cpp:1809]
[2017.07.26-08.53.53:468][423]LogWindows:Error: UE4Editor-Engine.dll!FTickTaskSequencer::ReleaseTickGroup() [e:\tigerknightorbis\unrealengine\engine\source\runtime\engine\private\ticktaskmanager.cpp:538]
[2017.07.26-08.53.53:468][423]LogWindows:Error: UE4Editor-Engine.dll!FTickTaskManager::RunTickGroup() [e:\tigerknightorbis\unrealengine\engine\source\runtime\engine\private\ticktaskmanager.cpp:1450]
[2017.07.26-08.53.53:468][423]LogWindows:Error: UE4Editor-Engine.dll!UWorld::RunTickGroup() [e:\tigerknightorbis\unrealengine\engine\source\runtime\engine\private\leveltick.cpp:758]
[2017.07.26-08.53.53:468][423]LogWindows:Error: UE4Editor-Engine.dll!UWorld::Tick() [e:\tigerknightorbis\unrealengine\engine\source\runtime\engine\private\leveltick.cpp:1373]
[2017.07.26-08.53.53:468][423]LogWindows:Error: UE4Editor-UnrealEd.dll!UEditorEngine::Tick() [e:\tigerknightorbis\unrealengine\engine\source\editor\unrealed\private\editorengine.cpp:1633]
[2017.07.26-08.53.53:468][423]LogWindows:Error: UE4Editor-UnrealEd.dll!UUnrealEdEngine::Tick() [e:\tigerknightorbis\unrealengine\engine\source\editor\unrealed\private\unrealedengine.cpp:386]
[2017.07.26-08.53.53:468][423]LogWindows:Error: UE4Editor.exe!FEngineLoop::Tick() [e:\tigerknightorbis\unrealengine\engine\source\runtime\launch\private\launchengineloop.cpp:3119]
[2017.07.26-08.53.53:468][423]LogWindows:Error: UE4Editor.exe!GuardedMain() [e:\tigerknightorbis\unrealengine\engine\source\runtime\launch\private\launch.cpp:166]
[2017.07.26-08.53.53:468][423]LogWindows:Error: UE4Editor.exe!GuardedMainWrapper() [e:\tigerknightorbis\unrealengine\engine\source\runtime\launch\private\windows\launchwindows.cpp:134]
[2017.07.26-08.53.53:468][423]LogWindows:Error: UE4Editor.exe!WinMain() [e:\tigerknightorbis\unrealengine\engine\source\runtime\launch\private\windows\launchwindows.cpp:210]
[2017.07.26-08.53.53:468][423]LogWindows:Error: UE4Editor.exe!__scrt_common_main_seh() [f:\dd\vctools\crt\vcstartup\src\startup\exe_common.inl:253]
[2017.07.26-08.53.53:468][423]LogWindows:Error: kernel32.dll!0x0000000077A159CD
[2017.07.26-08.53.53:468][423]LogWindows:Error: ntdll.dll!0x0000000077C8A561
[2017.07.26-08.53.53:468][423]LogWindows:Error: ntdll.dll!0x0000000077C8A561
[2017.07.26-08.53.53:468][423]LogWindows:Error:
[2017.07.26-08.53.53:477][423]LogExit: Executing StaticShutdownAfterError
[2017.07.26-08.53.53:480][423]LogWindows: FPlatformMisc::RequestExit(1)
[2017.07.26-08.53.53:480][423]Log file closed, 07/26/17 16:53:53

Calling UBiomeManager::DetermineBiome() from another thread SOMETIMES results in a crash

This appears to be an issue with Unreal itself, particularly the use of BlueprintNativeEvent to build the Biome code. I don't want to get rid of the BlueprintNativeEvent tag for DetermineBiome for Blueprint-only users, but at the same time I don't know of a good fix.

In the meantime, the multithreaded heightmap maker uses a polygon-based system and takes biomes directly from the polygon. So far, this has resulted in somewhat better results overall anyway, but the older per-pixel approach still has some merit.

Crash on create heightmap in background

Hello,

I have the same crash after the fix. It always crash on background
fail

bp

I see this error too in foreground
`LoginId:6acadee4415135af9294438e9f2fcae6
EpicAccountId:3e6121d6dc0c4c6ab177110a2bbb6fa0

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

UE4Editor_PolygonalMapGenerator!UPolygonalMapHeightmap::GetMapData() [d:\unreal projects\myproject\plugins\unreal-polygonal-map-gen-master\source\polygonalmapgenerator\private\maps\heightmap\polygonalmapheightmap.cpp:138]
UE4Editor_PolygonalMapGenerator!UMapTextureRenderer::SaveTextureFromHeightmap() [d:\unreal projects\myproject\plugins\unreal-polygonal-map-gen-master\source\polygonalmapgenerator\private\io\maptexturerenderer.cpp:13]
UE4Editor_PolygonalMapGenerator!UMapTextureRenderer::execSaveTextureFromHeightmap() [d:\unreal projects\myproject\plugins\unreal-polygonal-map-gen-master\source\polygonalmapgenerator\public\io\maptexturerenderer.h:17]
UE4Editor_CoreUObject!UFunction::Invoke() [d:\build++ue4+release-4.16+compile\sync\engine\source\runtime\coreuobject\private\uobject\class.cpp:4461]
UE4Editor_CoreUObject!UObject::CallFunction() [d:\build++ue4+release-4.16+compile\sync\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:721]
UE4Editor_CoreUObject!UObject::ProcessContextOpcode() [d:\build++ue4+release-4.16+compile\sync\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:2165]
UE4Editor_CoreUObject!UObject::execLetBool() [d:\build++ue4+release-4.16+compile\sync\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:2067]
UE4Editor_CoreUObject!UObject::ProcessInternal() [d:\build++ue4+release-4.16+compile\sync\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:943]
UE4Editor_CoreUObject!UObject::CallFunction() [d:\build++ue4+release-4.16+compile\sync\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:845]
UE4Editor_CoreUObject!UObject::ProcessInternal() [d:\build++ue4+release-4.16+compile\sync\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:943]
UE4Editor_CoreUObject!UFunction::Invoke() [d:\build++ue4+release-4.16+compile\sync\engine\source\runtime\coreuobject\private\uobject\class.cpp:4461]
UE4Editor_CoreUObject!UObject::ProcessEvent() [d:\build++ue4+release-4.16+compile\sync\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:1313]
UE4Editor_Engine!AActor::ProcessEvent() [d:\build++ue4+release-4.16+compile\sync\engine\source\runtime\engine\private\actor.cpp:695]
UE4Editor_PolygonalMapGenerator!AIslandMapGenerator::OnHeightmapFinished() [d:\unreal projects\myproject\plugins\unreal-polygonal-map-gen-master\source\polygonalmapgenerator\private\maps\islandmapgenerator.cpp:448]
UE4Editor_CoreUObject!UFunction::Invoke() [d:\build++ue4+release-4.16+compile\sync\engine\source\runtime\coreuobject\private\uobject\class.cpp:4461]
UE4Editor_CoreUObject!UObject::ProcessEvent() [d:\build++ue4+release-4.16+compile\sync\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:1313]
UE4Editor_Engine!AActor::ProcessEvent() [d:\build++ue4+release-4.16+compile\sync\engine\source\runtime\engine\private\actor.cpp:695]
UE4Editor_PolygonalMapGenerator!UPolygonalMapHeightmap::DoHeightmapPostProcess() [d:\unreal projects\myproject\plugins\unreal-polygonal-map-gen-master\source\polygonalmapgenerator\private\maps\heightmap\polygonalmapheightmap.cpp:126]
UE4Editor_PolygonalMapGenerator!UPolygonalMapHeightmap::CreateHeightmap() [d:\unreal projects\myproject\plugins\unreal-polygonal-map-gen-master\source\polygonalmapgenerator\private\maps\heightmap\polygonalmapheightmap.cpp:50]
UE4Editor_PolygonalMapGenerator!AIslandMapGenerator::CreateHeightmap() [d:\unreal projects\myproject\plugins\unreal-polygonal-map-gen-master\source\polygonalmapgenerator\private\maps\islandmapgenerator.cpp:440]
UE4Editor_PolygonalMapGenerator!AIslandMapGenerator::execCreateHeightmap() [d:\unreal projects\myproject\plugins\unreal-polygonal-map-gen-master\source\polygonalmapgenerator\public\maps\islandmapgenerator.h:96]
UE4Editor_CoreUObject!UFunction::Invoke() [d:\build++ue4+release-4.16+compile\sync\engine\source\runtime\coreuobject\private\uobject\class.cpp:4461]
UE4Editor_CoreUObject!UObject::CallFunction() [d:\build++ue4+release-4.16+compile\sync\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:721]
UE4Editor_CoreUObject!UObject::ProcessInternal() [d:\build++ue4+release-4.16+compile\sync\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:943]
UE4Editor_CoreUObject!UObject::CallFunction() [d:\build++ue4+release-4.16+compile\sync\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:845]
UE4Editor_CoreUObject!UObject::ProcessInternal() [d:\build++ue4+release-4.16+compile\sync\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:943]
UE4Editor_CoreUObject!UFunction::Invoke() [d:\build++ue4+release-4.16+compile\sync\engine\source\runtime\coreuobject\private\uobject\class.cpp:4461]
UE4Editor_CoreUObject!UObject::ProcessEvent() [d:\build++ue4+release-4.16+compile\sync\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:1313]
UE4Editor_Engine!AActor::ProcessEvent() [d:\build++ue4+release-4.16+compile\sync\engine\source\runtime\engine\private\actor.cpp:695]
UE4Editor_PolygonalMapGenerator!AIslandMapGenerator::ExecuteNextMapStep() [d:\unreal projects\myproject\plugins\unreal-polygonal-map-gen-master\source\polygonalmapgenerator\private\maps\islandmapgenerator.cpp:105]
UE4Editor_Engine!AActor::TickActor() [d:\build++ue4+release-4.16+compile\sync\engine\source\runtime\engine\private\actor.cpp:874]
UE4Editor_Engine!FActorTickFunction::ExecuteTick() [d:\build++ue4+release-4.16+compile\sync\engine\source\runtime\engine\private\actor.cpp:126]
UE4Editor_Engine!FTickFunctionTask::DoTask() [d:\build++ue4+release-4.16+compile\sync\engine\source\runtime\engine\private\ticktaskmanager.cpp:269]
UE4Editor_Engine!TGraphTask::ExecuteTask() [d:\build++ue4+release-4.16+compile\sync\engine\source\runtime\core\public\async\taskgraphinterfaces.h:883]
UE4Editor_Core!FNamedTaskThread::ProcessTasksNamedThread() [d:\build++ue4+release-4.16+compile\sync\engine\source\runtime\core\private\async\taskgraph.cpp:954]
UE4Editor_Core!FNamedTaskThread::ProcessTasksUntilQuit() [d:\build++ue4+release-4.16+compile\sync\engine\source\runtime\core\private\async\taskgraph.cpp:701]
UE4Editor_Core!FTaskGraphImplementation::WaitUntilTasksComplete() [d:\build++ue4+release-4.16+compile\sync\engine\source\runtime\core\private\async\taskgraph.cpp:1809]
UE4Editor_Engine!FTickTaskSequencer::ReleaseTickGroup() [d:\build++ue4+release-4.16+compile\sync\engine\source\runtime\engine\private\ticktaskmanager.cpp:538]
UE4Editor_Engine!FTickTaskManager::RunTickGroup() [d:\build++ue4+release-4.16+compile\sync\engine\source\runtime\engine\private\ticktaskmanager.cpp:1450]
UE4Editor_Engine!UWorld::RunTickGroup() [d:\build++ue4+release-4.16+compile\sync\engine\source\runtime\engine\private\leveltick.cpp:758]
UE4Editor_Engine!UWorld::Tick() [d:\build++ue4+release-4.16+compile\sync\engine\source\runtime\engine\private\leveltick.cpp:1373]
UE4Editor_UnrealEd!UEditorEngine::Tick() [d:\build++ue4+release-4.16+compile\sync\engine\source\editor\unrealed\private\editorengine.cpp:1633]
UE4Editor_UnrealEd!UUnrealEdEngine::Tick() [d:\build++ue4+release-4.16+compile\sync\engine\source\editor\unrealed\private\unrealedengine.cpp:386]
UE4Editor!FEngineLoop::Tick() [d:\build++ue4+release-4.16+compile\sync\engine\source\runtime\launch\private\launchengineloop.cpp:3119]
UE4Editor!GuardedMain() [d:\build++ue4+release-4.16+compile\sync\engine\source\runtime\launch\private\launch.cpp:166]
UE4Editor!GuardedMainWrapper() [d:\build++ue4+release-4.16+compile\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:134]
UE4Editor!WinMain() [d:\build++ue4+release-4.16+compile\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:210]
UE4Editor!__scrt_common_main_seh() [f:\dd\vctools\crt\vcstartup\src\startup\exe_common.inl:253]
kernel32
ntdll`

Crash on create heightmap in background

Hello, thanks for the last fix!!

Now i try the new version, this is my blueprint to create heightmap.
byhz-qn0qdqeukuecebvyq
But when you change the heightmap generation options to background, it crash with this unknow message:
a3yns1frt4kub1mgm5jcow

This is heightmap that plugin produce:
ydvnfxtirqemz-49mxikba
I see in your PolygonalMapHeightmap, you select a method to create each point (EPointSelectionMode). You can't change mode from blueprint, right? I decide to change method and change EPointSelectionMode::InterpolatedWithPolygonBiome to Interpolated and the result is the same the other.
interpolate
Is heightmap generation is good?

Thanks!

Rebuild Project

Hey,

this is a really cool Plugin :D

But I have issues at the installation. When I'm trying to start it (after following your instructions) I get this Error: " could not be compiled. Try rebuilding from source manually. "

And when I'm doing this with Visual Studio I get following error message:
...\Plugins\UnrealPolygonalMapGenmaster\Source\PolygonalMapGenerator\Private\PolygonalMapGeneratorPrivatePCH.h" is included by most of the source files. The following source files are not including ...\Plugins\UnrealPolygonalMapGenmaster\Source\PolygonalMapGenerator\Private\PolygonalMapGeneratorPrivatePCH.h" as their first include:...\Intermediate\ProjectFiles\EXEC

I'm using Ue4 Version 4.18 and Visual Studio 17.

Any suggestions??

Map Heightmap Takes an absurd amount of time

UPolygonalMapHeightmap::CreateHeightmap takes a long time to complete (5 seconds for a 128x128 array), with the majority of the time caused by interpolating map points.
It would be a lot easier if the heightmap could only be created as needed, and when it is generated it should be done asynchronously if at all possible.
Additionally, the function should be optimized wherever it can be to work out what is causing such a giant bottleneck in performance.

"Another" bug with generate Heightmap

When i create heightmap with too "high" resolution size ->= 250 for me. I ve got an error and close the editor.

`Assertion failed: !AllocationFlags[Index] [File:D:\Epic Games\UE_4.16\Engine\Source\Runtime\Core\Public\Containers/SparseArray.h] [Line: 78]

KERNELBASE
UE4Editor_Core
UE4Editor_Core
UE4Editor_Core
UE4Editor_MyGame_2480!TSparseArray<TSetElement<TTuple<FVector2D,int> >,TSparseArrayAllocator<FDefaultAllocator,FDefaultBitArrayAllocator> >::AllocateIndex() [d:\epic games\ue_4.16\engine\source\runtime\core\public\containers\sparsearray.h:81]
UE4Editor_MyGame_2480!TSet<TTuple<FVector2D,int>,TDefaultMapHashableKeyFuncs<FVector2D,int,0>,FDefaultSetAllocator>::Emplace<TPairInitializer<FVector2D const & __ptr64,int const & __ptr64> >() [d:\epic games\ue_4.16\engine\source\runtime\core\public\containers\set.h:490]
UE4Editor_MyGame_2480!UPolygonMap::FindMapCenterForCoordinate() [d:\unreal projects\mygame\source\mygame\private\map\polygonmap.cpp:412]
UE4Editor_MyGame_2480!FHeightmapPointTask::MakeMapPoint() [d:\unreal projects\mygame\source\mygame\private\map\heightmap\heightmappointtask.cpp:245]
UE4Editor_MyGame_2480!FHeightmapPointTask::DoTask() [d:\unreal projects\mygame\source\mygame\private\map\heightmap\heightmappointtask.cpp:282]
UE4Editor_MyGame_2480!TGraphTask::ExecuteTask() [d:\epic games\ue_4.16\engine\source\runtime\core\public\async\taskgraphinterfaces.h:883]
UE4Editor_Core
UE4Editor_Core
UE4Editor_Core
UE4Editor_Core
UE4Editor_Core
kernel32
ntdll`

In low resolution, you could see that there is many many many many warning "LogWorldGen:Warning: Tried to fetch a pixel at 227, 123, but no pixel was found.", Don't know if it could help you. After a few execution, you could see that editor get a new error

Access violation - code c0000005 (first/second chance not available) VCRUNTIME140 UE4Editor_GameplayTags UE4Editor_GameplayTags UE4Editor_GameplayTags UE4Editor_MyGame_2480!TArray<FMapData,FDefaultAllocator>::CopyToEmpty<FMapData>() [d:\epic games\ue_4.16\engine\source\runtime\core\public\containers\array.h:2323] UE4Editor_MyGame_2480!UPolygonalMapHeightmap::CheckMapPointsDone() [d:\unreal projects\mygame\source\mygame\private\map\heightmap\polygonalmapheightmap.cpp:33] UE4Editor_CoreUObject UE4Editor_CoreUObject UE4Editor_MyGame_2480!UE4Function_Private::TFunctionRefCaller<<lambda_57bf9da02145909c0e8c545268c2f5d5>,void __cdecl(void)>::Call() [d:\epic games\ue_4.16\engine\source\runtime\core\public\templates\function.h:244] UE4Editor_Core UE4Editor_Core UE4Editor_Core UE4Editor_Engine UE4Editor UE4Editor UE4Editor UE4Editor UE4Editor kernel32 ntdll

CreateHeightmap() crashes

First off: Great plugin.
I tried to use it to generate me a heightmap, but it seems to be crashing nearly everytime at different completion percentages.
I will try to provide as much information as possible.

  1. This is how my Level Blueprint is set up.
    image

  2. This is the trace of the error (happens most often):

Assertion failed: Index>=0 && Index<NumBits [File:F:\Programme\Epic Games\UE_4.16\Engine\Source\Runtime\Core\Public\Containers/BitArray.h] [Line: 575] 



KERNELBASE
UE4Editor_Core
UE4Editor_Core
UE4Editor_Core
UE4Editor_PolygonalMapGenerator!TSparseArray<TSetElement<TTuple<FVector2D,int> >,TSparseArrayAllocator<FDefaultAllocator,FDefaultBitArrayAllocator> >::AllocateIndex() [f:\programme\epic games\ue_4.16\engine\source\runtime\core\public\containers\sparsearray.h:78]
UE4Editor_PolygonalMapGenerator!TSet<TTuple<FVector2D,int>,TDefaultMapHashableKeyFuncs<FVector2D,int,0>,FDefaultSetAllocator>::Emplace<TPairInitializer<FVector2D const & __ptr64,int const & __ptr64> >() [f:\programme\epic games\ue_4.16\engine\source\runtime\core\public\containers\set.h:490]
UE4Editor_PolygonalMapGenerator!UPolygonMap::FindMapCenterForCoordinate() [f:\projekte\ue-projekte\terraintest\plugins\unreal-polygonal-map-gen\source\polygonalmapgenerator\private\maps\polygonmap.cpp:453]
UE4Editor_PolygonalMapGenerator!FHeightmapPointTask::MakeMapPoint() [f:\projekte\ue-projekte\terraintest\plugins\unreal-polygonal-map-gen\source\polygonalmapgenerator\private\maps\heightmap\heightmappointtask.cpp:244]
UE4Editor_PolygonalMapGenerator!FHeightmapPointTask::DoTask() [f:\projekte\ue-projekte\terraintest\plugins\unreal-polygonal-map-gen\source\polygonalmapgenerator\private\maps\heightmap\heightmappointtask.cpp:281]
UE4Editor_PolygonalMapGenerator!TGraphTask<FHeightmapPointTask>::ExecuteTask() [f:\programme\epic games\ue_4.16\engine\source\runtime\core\public\async\taskgraphinterfaces.h:883]
UE4Editor_Core
UE4Editor_Core
UE4Editor_Core
UE4Editor_Core
UE4Editor_Core
kernel32
ntdll

Please let me know if you need any more information/help. I tried to debug it myself, but it is quite hard without getting into the whole plugin first.

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