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Hello. We're having a crash happening on packaged builds after a time of showing textures. In my experience, it helps alt tabbing a lot while the texture is being shown. From my research it seems like it's happening due to the slate resource being released and then it's trying to create it again, but with an invalid object
And on this screenshot we can see a trash object on the brush. This object is stored on a TObjectPtr with a UPROPERTY macro, so it should update to a null ptr if the resource isn't valid anymore, but because the slatebrush itself isn't stored on a uproperty, this is not recognized by unreal. Causing this crash.
It can be for a faulty usage of the texture resource on imgui, but anyway this seems like a good thing to be in mind for fixing.
Our code using this is:
auto icon_handle = FImGuiModule::Get().FindTextureHandle(from_texture->GetFName());
if (!icon_handle.IsValid())
{
icon_handle = FImGuiModule::Get().RegisterTexture(from_texture->GetFName(), loaded_texture);
}
Changing it to just the following, helps fixing this crash, but it's mixing up texture, one that should be shown on A is being shown on C, B is showing on A and it goes on...
auto icon_handle = FImGuiModule::Get().RegisterTexture(from_texture->GetFName(), loaded_texture);
eventually tho, this also makes another crash happen for basically the same reason
So right now I don't know what would be the ideal way of using textures on imgui. I would love to get more information on that. By the way, using unreal 5.3.1
The text was updated successfully, but these errors were encountered:
update: I was able to not have this issue by storying the the texture on UPROPERTY array on a game instance subsystem. But this seems more of a workaround.
Hello. We're having a crash happening on packaged builds after a time of showing textures. In my experience, it helps alt tabbing a lot while the texture is being shown. From my research it seems like it's happening due to the slate resource being released and then it's trying to create it again, but with an invalid object
This is the callstack
And on this screenshot we can see a trash object on the brush. This object is stored on a TObjectPtr with a UPROPERTY macro, so it should update to a null ptr if the resource isn't valid anymore, but because the slatebrush itself isn't stored on a uproperty, this is not recognized by unreal. Causing this crash.
It can be for a faulty usage of the texture resource on imgui, but anyway this seems like a good thing to be in mind for fixing.
Our code using this is:
Changing it to just the following, helps fixing this crash, but it's mixing up texture, one that should be shown on A is being shown on C, B is showing on A and it goes on...
eventually tho, this also makes another crash happen for basically the same reason
So right now I don't know what would be the ideal way of using textures on imgui. I would love to get more information on that. By the way, using unreal 5.3.1
The text was updated successfully, but these errors were encountered: