Hello,
I’m trying to duplicate a setup in UE5 that I had in UE4.7. I am using a 3D tileset to generate a modified topology and then layering a bing map for a surface texture. I then layer another raster overlay for further customization of the “base” map. I was able to do this in UE4.27 but when I try the same setup in 5 I get this crash. Is there something I need to to different in 5? See images for reference.
LoginId:cdea30e2463fd307ca6235a41e8ac4c8
EpicAccountId:9df61b2398c4424ea54cb24a50f52479
Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0xffffffffffffffff
UnrealEditor_CesiumRuntime!Cesium3DTilesSelection::TileContentFactory::registerMagic()
UnrealEditor_CesiumRuntime!async::fifo_scheduler::run_all_tasks()
UnrealEditor_CesiumRuntime!CesiumAsync::CesiumImpl::QueuedScheduler::dispatchQueuedContinuations()
UnrealEditor_CesiumRuntime!Cesium3DTilesSelection::Tileset::updateView()
UnrealEditor_CesiumRuntime!ACesium3DTileset::Tick() [D:\build\U5M-Marketplace\Sync\LocalBuilds\PluginTemp\HostProject\Plugins\CesiumForUnreal\Source\CesiumRuntime\Private\Cesium3DTileset.cpp:1616]
UnrealEditor_Engine
UnrealEditor_Engine
UnrealEditor_Engine
UnrealEditor_Engine
UnrealEditor_Core
UnrealEditor_Core
UnrealEditor_Core
UnrealEditor_Engine
UnrealEditor_Engine
UnrealEditor_Engine
UnrealEditor_Engine
UnrealEditor_UnrealEd
UnrealEditor_UnrealEd
UnrealEditor
UnrealEditor
UnrealEditor
UnrealEditor
UnrealEditor
UnrealEditor
kernel32
ntdll
Thanks,
Chris