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Fixed
Fixed in 6000.0.49f1, 6000.1.2f1, 6000.2.0a10
Votes
0
Found in
6000.0.46f1
6000.1.0b14
6000.2.0a8
Issue ID
UUM-103305
Regression
No
Crash on YAMLWrite::OutputToCachedWriter when generating lighting
Steps to reproduce:
1. Open the “user’s attached project”
2. Go to “Window/Rendering/Lighting” through the Main Menu
4. Under the Scene tab, press the “Generate Lighting” button
5. Observe the crash right before the light generation is about to finish
Reproducible with versions: 2023.1.0a20, 6000.0.46f1, 6000.1.0b14, 6000.2.0a8
Couldn't test with versions: 2021.3.50f1, 2022.3.6f1, 2023.1.0a19 (stuck on “finalizing bake…” at 99% of Global Illumination)
Reproducible on: macOS 15.3.2 (M1 Max), Windows 10 (by the reporter)
Not reproducible on: no other environment tested
First few lines of StackTrace:
{noformat}#0 0x00000196732a44 in _platform_memmove
#1 0x000001018f8b20 in YAMLWrite::OutputToCachedWriter(CachedWriter*)
#2 0x000001018ce94c in void SerializedFile::WriteTextSerialized<Object>(core::basic_string<char, core::StringStorageDefault<char>>&, Object&, BuildUsageTag const&, TransferInstructionFlags)
#3 0x000001018cdeac in SerializedFile::WriteObject(Object&, long long, short, BuildUsageTag const&, GlobalBuildData const&)
#4 0x000001018aacf0 in PersistentManager::WriteFile(core::basic_string_ref<char>, int, WriteData const*, int, GlobalBuildData const&, VerifyWriteObjectResult (*)(Object*, BuildTargetSelection), BuildTargetSelection, TransferInstructionFlags, WriteInformation&, InstanceIDResolver const*, PersistentManager::LockFlags, int (*)(PersistentManager::ReportWriteObjectStep, int, core::basic_string<char, core::StringStorageDefault<char>> const&, int, void*), void*){noformat}
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Resolution Note (fix version 6000.2.0a10):
There was a crash when trying to write/serialize lighting assets that are bigger than 2GB. The original code was using a 32-bit signed integer to count bytes in one place, this is fixed now.
Resolution Note (fix version 6000.1.2f1):
There was a crash when trying to write/serialize lighting assets that are bigger than 2GB. The original code was using a 32-bit signed integer to count bytes in one place, this is fixed now.
Resolution Note (fix version 6000.0.49f1):
There was a crash when trying to write/serialize lighting assets that are bigger than 2GB. The original code was using a 32-bit signed integer to count bytes in one place, this is fixed now.