V2i
August 15, 2025, 6:54am
1
Hi,
We are having problems in UE5.4 and CesiumForUnreal v2.18.0.
When we have Google Map Tiles in the world we are experiencing a crash due to memory access exception when adding a Cartographic Polygon to the Polygon Raster Overlay at runtime.
It is replicable by having the Google Photorealistic 3D Tileset in the world with a CesiumPolygonRasterOverlay component added to it. Then at runtime, add a CartographicPolygon to the Polygons array in the component to clip out an area. Once the area has been clipped if you go close to the ground and look around, as the tileset is refining it will hit an exception and crash.
It happens in both a packaged build and in a Standalone game but not in PIE. It only happens with the Google Photorealistic 3D Tiles.
Here is a video of the crash with just the Google tileset present in the world and simply adding a large clipping polygon at runtime: https://youtu.be/dKAbklodNOw
Here is the crash from the above video:
[2025.08.15-06.03.38:873][481]LogWindows: Error: === Critical error: ===
[2025.08.15-06.03.38:873][481]LogWindows: Error:
[2025.08.15-06.03.38:873][481]LogWindows: Error: Fatal error!
[2025.08.15-06.03.38:873][481]LogWindows: Error:
[2025.08.15-06.03.38:873][481]LogWindows: Error: Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x0000002800000025
[2025.08.15-06.03.38:873][481]LogWindows: Error:
[2025.08.15-06.03.38:873][481]LogWindows: Error: [Callstack] 0x00007ff65e409a5d A1624_SSC.exe!CesiumRasterOverlays::RasterOverlayTile::~RasterOverlayTile() []
[2025.08.15-06.03.38:873][481]LogWindows: Error: [Callstack] 0x00007ff65e0b9148 A1624_SSC.exe!std::vector<Cesium3DTilesSelection::RasterMappedTo3DTile,std::allocator<Cesium3DTilesSelection::RasterMappedTo3DTile> >::~vector<Cesium3DTilesSelection::RasterMappedTo3DTile,std::allocator<Cesium3DTilesSelection::RasterMappedTo3DTile> >() []
[2025.08.15-06.03.38:873][481]LogWindows: Error: [Callstack] 0x00007ff65e0b8999 A1624_SSC.exe!std::_Destroy_range<std::allocator<Cesium3DTilesSelection::Tile> >() []
[2025.08.15-06.03.38:873][481]LogWindows: Error: [Callstack] 0x00007ff65e0b955f A1624_SSC.exe!Cesium3DTilesSelection::Tile::clearChildren() []
[2025.08.15-06.03.38:873][481]LogWindows: Error: [Callstack] 0x00007ff65e0e78e6 A1624_SSC.exe!Cesium3DTilesSelection::TilesetContentManager::clearChildrenRecursively() []
[2025.08.15-06.03.38:873][481]LogWindows: Error: [Callstack] 0x00007ff65e0e78e6 A1624_SSC.exe!Cesium3DTilesSelection::TilesetContentManager::clearChildrenRecursively() []
[2025.08.15-06.03.38:873][481]LogWindows: Error: [Callstack] 0x00007ff65e0e78e6 A1624_SSC.exe!Cesium3DTilesSelection::TilesetContentManager::clearChildrenRecursively() []
[2025.08.15-06.03.38:873][481]LogWindows: Error: [Callstack] 0x00007ff65e0e78e6 A1624_SSC.exe!Cesium3DTilesSelection::TilesetContentManager::clearChildrenRecursively() []
[2025.08.15-06.03.38:873][481]LogWindows: Error: [Callstack] 0x00007ff65e0eb32b A1624_SSC.exe!Cesium3DTilesSelection::TilesetContentManager::unloadCachedBytes() []
[2025.08.15-06.03.38:873][481]LogWindows: Error: [Callstack] 0x00007ff65e0c21eb A1624_SSC.exe!Cesium3DTilesSelection::Tileset::loadTiles() []
[2025.08.15-06.03.38:873][481]LogWindows: Error: [Callstack] 0x00007ff6588048b2 A1624_SSC.exe!ACesium3DTileset::Tick() [D:\temp\dev\Unreal Engine\ue504\Engine\Plugins\Custom\CesiumForUnreal_5.4\Source\CesiumRuntime\Private\Cesium3DTileset.cpp:2081]
[2025.08.15-06.03.38:873][481]LogWindows: Error: [Callstack] 0x00007ff6567cb754 A1624_SSC.exe!AActor::TickActor() [D:\temp\dev\Unreal Engine\ue504\Engine\Source\Runtime\Engine\Private\Actor.cpp:1493]
[2025.08.15-06.03.38:873][481]LogWindows: Error: [Callstack] 0x00007ff65679647c A1624_SSC.exe!FActorTickFunction::ExecuteTick() [D:\temp\dev\Unreal Engine\ue504\Engine\Source\Runtime\Engine\Private\Actor.cpp:239]
[2025.08.15-06.03.38:873][481]LogWindows: Error: [Callstack] 0x00007ff657ededef A1624_SSC.exe!FTickFunctionTask::DoTask() [D:\temp\dev\Unreal Engine\ue504\Engine\Source\Runtime\Engine\Private\TickTaskManager.cpp:276]
[2025.08.15-06.03.38:873][481]LogWindows: Error: [Callstack] 0x00007ff657efdc06 A1624_SSC.exe!TGraphTask<FTickFunctionTask>::ExecuteTask() [D:\temp\dev\Unreal Engine\ue504\Engine\Source\Runtime\Core\Public\Async\TaskGraphInterfaces.h:1238]
[2025.08.15-06.03.38:874][481]LogWindows: Error: [Callstack] 0x00007ff650d786da A1624_SSC.exe!FNamedTaskThread::ProcessTasksNamedThread() [D:\temp\dev\Unreal Engine\ue504\Engine\Source\Runtime\Core\Private\Async\TaskGraph.cpp:760]
[2025.08.15-06.03.38:874][481]LogWindows: Error: [Callstack] 0x00007ff650d78cae A1624_SSC.exe!FNamedTaskThread::ProcessTasksUntilQuit() [D:\temp\dev\Unreal Engine\ue504\Engine\Source\Runtime\Core\Private\Async\TaskGraph.cpp:651]
[2025.08.15-06.03.38:874][481]LogWindows: Error: [Callstack] 0x00007ff650d836f3 A1624_SSC.exe!FTaskGraphCompatibilityImplementation::WaitUntilTasksComplete() [D:\temp\dev\Unreal Engine\ue504\Engine\Source\Runtime\Core\Private\Async\TaskGraph.cpp:2122]
[2025.08.15-06.03.38:874][481]LogWindows: Error: [Callstack] 0x00007ff657f58585 A1624_SSC.exe!FTickTaskSequencer::ReleaseTickGroup() [D:\temp\dev\Unreal Engine\ue504\Engine\Source\Runtime\Engine\Private\TickTaskManager.cpp:556]
[2025.08.15-06.03.38:874][481]LogWindows: Error: [Callstack] 0x00007ff657f66f42 A1624_SSC.exe!FTickTaskManager::RunTickGroup() [D:\temp\dev\Unreal Engine\ue504\Engine\Source\Runtime\Engine\Private\TickTaskManager.cpp:1583]
[2025.08.15-06.03.38:874][481]LogWindows: Error: [Callstack] 0x00007ff6573a31b3 A1624_SSC.exe!UWorld::Tick() [D:\temp\dev\Unreal Engine\ue504\Engine\Source\Runtime\Engine\Private\LevelTick.cpp:1610]
[2025.08.15-06.03.38:874][481]LogWindows: Error: [Callstack] 0x00007ff6570f4fd9 A1624_SSC.exe!UGameEngine::Tick() [D:\temp\dev\Unreal Engine\ue504\Engine\Source\Runtime\Engine\Private\GameEngine.cpp:1785]
[2025.08.15-06.03.38:874][481]LogWindows: Error: [Callstack] 0x00007ff6587551c8 A1624_SSC.exe!FEngineLoop::Tick() [D:\temp\dev\Unreal Engine\ue504\Engine\Source\Runtime\Launch\Private\LaunchEngineLoop.cpp:5921]
[2025.08.15-06.03.38:874][481]LogWindows: Error: [Callstack] 0x00007ff65876d4ac A1624_SSC.exe!GuardedMain() [D:\temp\dev\Unreal Engine\ue504\Engine\Source\Runtime\Launch\Private\Launch.cpp:180]
[2025.08.15-06.03.38:874][481]LogWindows: Error: [Callstack] 0x00007ff65876d57a A1624_SSC.exe!GuardedMainWrapper() [D:\temp\dev\Unreal Engine\ue504\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:118]
[2025.08.15-06.03.38:874][481]LogWindows: Error: [Callstack] 0x00007ff658770145 A1624_SSC.exe!LaunchWindowsStartup() [D:\temp\dev\Unreal Engine\ue504\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:258]
[2025.08.15-06.03.38:874][481]LogWindows: Error: [Callstack] 0x00007ff6587804a4 A1624_SSC.exe!WinMain() [D:\temp\dev\Unreal Engine\ue504\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:299]
[2025.08.15-06.03.38:874][481]LogWindows: Error: [Callstack] 0x00007ff65ea641ca A1624_SSC.exe!__scrt_common_main_seh() [D:\a\_work\1\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl:288]
[2025.08.15-06.03.38:874][481]LogWindows: Error: [Callstack] 0x00007ffeb8b67034 KERNEL32.DLL!UnknownFunction []
[2025.08.15-06.03.38:874][481]LogWindows: Error:
[2025.08.15-06.03.38:884][481]LogExit: Executing StaticShutdownAfterError
[2025.08.15-06.03.38:888][481]LogWindows: FPlatformMisc::RequestExit(1, LaunchWindowsStartup.ExceptionHandler)
[2025.08.15-06.03.38:888][481]LogWindows: FPlatformMisc::RequestExitWithStatus(1, 3, LaunchWindowsStartup.ExceptionHandler)
[2025.08.15-06.03.38:888][481]LogCore: Engine exit requested (reason: Win RequestExit)
If anyone else is having this issue or knows what/how to fix that would be great!
Thanks,
Dan
Hi @V2i ,
I haven’t been able to reproduce this so far. I tried using this Level Blueprint and creating a packaged build (DebugGame configuration). After I press U and zoom in close, I don’t see any memory errors.
There are a lot of variables here, though. Can you give me detailed step-by-step instructions for reproducing this, preferably starting with the Cesium for Unreal Samples project?
V2i
August 19, 2025, 2:20am
3
Hi @Kevin_Ring ,
I have been able to replicate this crash in the CesiumForUnrealSamples Project. Just from observations, it looks like as it tries to refine the lowest level of a partial clipped tile is when the crash occurs. It can also be induced if you rapidly add/remove the polygon (within 10 seconds or so)
I’m having a really hard time tracking this crash as it often crashes so hard that the error reporter doesn’t launch to provide a crash log as you can see in the video. I have yet to get the crash to occur in PIE, only Standalone preview or pacakged build.
Here is the video of the crash in the packaged build: https://youtu.be/OLcIKSBjtMA
Here is the setup to replicate with the level blueprint. I am using the level 12_CesiumGoogleMapsTiles:
Here is the crash report from a Standalone preview (as i mentioned the crash reporter doesn’t always catch the crash):
[2025.08.19-02.06.02:630][574]LogWindows: Error: === Critical error: ===
[2025.08.19-02.06.02:630][574]LogWindows: Error:
[2025.08.19-02.06.02:630][574]LogWindows: Error: Fatal error!
[2025.08.19-02.06.02:630][574]LogWindows: Error:
[2025.08.19-02.06.02:630][574]LogWindows: Error: Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x0000000affffffff
[2025.08.19-02.06.02:630][574]LogWindows: Error:
[2025.08.19-02.06.02:630][574]LogWindows: Error: [Callstack] 0x00007ffd20244b2d UnrealEditor-CesiumRuntime.dll!CesiumRasterOverlays::RasterOverlayTile::~RasterOverlayTile() []
[2025.08.19-02.06.02:630][574]LogWindows: Error: [Callstack] 0x00007ffd1fee7958 UnrealEditor-CesiumRuntime.dll!std::vector<Cesium3DTilesSelection::RasterMappedTo3DTile,std::allocator<Cesium3DTilesSelection::RasterMappedTo3DTile> >::~vector<Cesium3DTilesSelection::RasterMappedTo3DTile,std::allocator<Cesium3DTilesSelection::RasterMappedTo3DTile> >() []
[2025.08.19-02.06.02:630][574]LogWindows: Error: [Callstack] 0x00007ffd1fee71a9 UnrealEditor-CesiumRuntime.dll!std::_Destroy_range<std::allocator<Cesium3DTilesSelection::Tile> >() []
[2025.08.19-02.06.02:630][574]LogWindows: Error: [Callstack] 0x00007ffd1fee7d6f UnrealEditor-CesiumRuntime.dll!Cesium3DTilesSelection::Tile::clearChildren() []
[2025.08.19-02.06.02:630][574]LogWindows: Error: [Callstack] 0x00007ffd1ff16406 UnrealEditor-CesiumRuntime.dll!Cesium3DTilesSelection::TilesetContentManager::clearChildrenRecursively() []
[2025.08.19-02.06.02:631][574]LogWindows: Error: [Callstack] 0x00007ffd1ff16406 UnrealEditor-CesiumRuntime.dll!Cesium3DTilesSelection::TilesetContentManager::clearChildrenRecursively() []
[2025.08.19-02.06.02:631][574]LogWindows: Error: [Callstack] 0x00007ffd1ff16406 UnrealEditor-CesiumRuntime.dll!Cesium3DTilesSelection::TilesetContentManager::clearChildrenRecursively() []
[2025.08.19-02.06.02:631][574]LogWindows: Error: [Callstack] 0x00007ffd1ff16406 UnrealEditor-CesiumRuntime.dll!Cesium3DTilesSelection::TilesetContentManager::clearChildrenRecursively() []
[2025.08.19-02.06.02:631][574]LogWindows: Error: [Callstack] 0x00007ffd1ff19e4b UnrealEditor-CesiumRuntime.dll!Cesium3DTilesSelection::TilesetContentManager::unloadCachedBytes() []
[2025.08.19-02.06.02:631][574]LogWindows: Error: [Callstack] 0x00007ffd1fef0b0b UnrealEditor-CesiumRuntime.dll!Cesium3DTilesSelection::Tileset::loadTiles() []
[2025.08.19-02.06.02:631][574]LogWindows: Error: [Callstack] 0x00007ffd1f30ef20 UnrealEditor-CesiumRuntime.dll!ACesium3DTileset::Tick() [D:\build\U5M\Sync\LocalBuilds\PluginTemp\HostProject\Plugins\CesiumForUnreal\Source\CesiumRuntime\Private\Cesium3DTileset.cpp:2081]
[2025.08.19-02.06.02:631][574]LogWindows: Error: [Callstack] 0x00007ffd545d4e25 UnrealEditor-Engine.dll!UnknownFunction []
[2025.08.19-02.06.02:631][574]LogWindows: Error: [Callstack] 0x00007ffd5457a5e6 UnrealEditor-Engine.dll!UnknownFunction []
[2025.08.19-02.06.02:631][574]LogWindows: Error: [Callstack] 0x00007ffd5678b5fb UnrealEditor-Engine.dll!UnknownFunction []
[2025.08.19-02.06.02:631][574]LogWindows: Error: [Callstack] 0x00007ffd567ac5b5 UnrealEditor-Engine.dll!UnknownFunction []
[2025.08.19-02.06.02:631][574]LogWindows: Error: [Callstack] 0x00007ffdd135b88a UnrealEditor-Core.dll!UnknownFunction []
[2025.08.19-02.06.02:631][574]LogWindows: Error: [Callstack] 0x00007ffdd135bf2e UnrealEditor-Core.dll!UnknownFunction []
[2025.08.19-02.06.02:631][574]LogWindows: Error: [Callstack] 0x00007ffdd13688de UnrealEditor-Core.dll!UnknownFunction []
[2025.08.19-02.06.02:631][574]LogWindows: Error: [Callstack] 0x00007ffd56814b7f UnrealEditor-Engine.dll!UnknownFunction []
[2025.08.19-02.06.02:631][574]LogWindows: Error: [Callstack] 0x00007ffd5682551b UnrealEditor-Engine.dll!UnknownFunction []
[2025.08.19-02.06.02:631][574]LogWindows: Error: [Callstack] 0x00007ffd556d047a UnrealEditor-Engine.dll!UnknownFunction []
[2025.08.19-02.06.02:631][574]LogWindows: Error: [Callstack] 0x00007ffd5530ad38 UnrealEditor-Engine.dll!UnknownFunction []
[2025.08.19-02.06.02:631][574]LogWindows: Error: [Callstack] 0x00007ff7a7848e0b UnrealEditor.exe!UnknownFunction []
[2025.08.19-02.06.02:631][574]LogWindows: Error: [Callstack] 0x00007ff7a786e33c UnrealEditor.exe!UnknownFunction []
[2025.08.19-02.06.02:631][574]LogWindows: Error: [Callstack] 0x00007ff7a786e42a UnrealEditor.exe!UnknownFunction []
[2025.08.19-02.06.02:631][574]LogWindows: Error: [Callstack] 0x00007ff7a78718a4 UnrealEditor.exe!UnknownFunction []
[2025.08.19-02.06.02:631][574]LogWindows: Error: [Callstack] 0x00007ff7a78870c4 UnrealEditor.exe!UnknownFunction []
[2025.08.19-02.06.02:631][574]LogWindows: Error: [Callstack] 0x00007ff7a788a37a UnrealEditor.exe!UnknownFunction []
[2025.08.19-02.06.02:631][574]LogWindows: Error: [Callstack] 0x00007ffeb8b67034 KERNEL32.DLL!UnknownFunction []
[2025.08.19-02.06.02:631][574]LogWindows: Error:
[2025.08.19-02.06.02:634][574]LogExit: Executing StaticShutdownAfterError
[2025.08.19-02.06.02:637][574]LogWindows: FPlatformMisc::RequestExit(1, LaunchWindowsStartup.ExceptionHandler)
[2025.08.19-02.06.02:637][574]LogWindows: FPlatformMisc::RequestExitWithStatus(1, 3, LaunchWindowsStartup.ExceptionHandler)
[2025.08.19-02.06.02:637][574]LogCore: Engine exit requested (reason: Win RequestExit)
Just dropping in here to say I have managed to reproduce this one, just very inconsistently. It seems to be able to happen anywhere (PIE, Standalone, Packaged Build) but with different levels of success in each - Shipping build seems to be the most frequent and PIE seems the least frequent. The most consistent tactic I’ve come up with to reproduce it is to draw a polygon, add it to the polygon raster overlay - and just move the camera in and out, up and down, towards the earth and away from the earth, repeatedly until the right combination of tileset tile loads and raster overlay tile loads and whatever else is going on here lines up and causes the crash.
This line seems to be what ultimately crashes the game:
_pPlaceholder(nullptr),
_tileDataBytes(0),
_totalTilesCurrentlyLoading(0),
_throttledTilesCurrentlyLoading(0),
_destructionCompleteDetails() {}
RasterOverlayTileProvider::~RasterOverlayTileProvider() noexcept {
// Explicitly release the placeholder first, because RasterOverlayTiles must
// be destroyed before the tile provider that created them.
if (this->_pPlaceholder) {
CESIUM_ASSERT(this->_pPlaceholder->getReferenceCount() == 1);
this->_pPlaceholder = nullptr;
}
if (this->_destructionCompleteDetails) {
this->_destructionCompleteDetails->promise.resolve();
}
}
CesiumAsync::SharedFuture<void>&
RasterOverlayTileProvider::getAsyncDestructionCompleteEvent() {
However, I’m not sure what could possibly be holding on to a RasterOverlayTile
here, so this doesn’t solve the mystery. (I also note that this isn’t consistent with the stack trace you’ve posted, and there are people elsewhere on the forums and on GitHub reporting similar crashes with yet more different stack traces. So it’s possible it’s some sort of memory corruption error, which would also explain why it seems more frequent in Shipping builds.)
It’s getting near the end of the workday here on a Friday, but I will pick this back up next week and try to get to the bottom of it (if @Kevin_Ring hasn’t figured it out on his own by then!)