FRenderResource crashes--- makes the game crash a lot

Suggested solution summary of crash report:
The problem states that you have deleted something that the build machine is expecting to see. If your problem is the same as mine, it’s likely that you deleted LODs while inside the Unreal editor.

If so, what you should do is revert those assets back to their original state, restoring their LODs. You should then be able to build, error free. If you still need the LODs removed, you must export them into an external 3D modeling software and remove the LODs in there. Export them as FBX, and reimport them into UE4.
(I already posted this bug report on steam, but since this seemed more important than just a bug and not a lot of people (I think) actually check the steam bug reports discussions as often as the PixelTail community forum… had to post here. Anyway… let’s get started.)

This is where I originally posted my discussion:
https://steamcommunity.com/app/394690/discussions/2/1742230617614458128/

This is what the original post said:

Found this:
LowLevelFatalError [File:C:\ci\buildAgent\work\uefork\Engine\Source\Runtime\RenderCore\Private\RenderResource.cpp] [Line: 120] 
A FRenderResource was deleted without being released first!

0x00000000517CA388 KERNELBASE.dll!UnknownFunction []
0x000000001AF8741B Tower-Win64-Shipping.exe!UnknownFunction []
0x000000001AF5FB98 Tower-Win64-Shipping.exe!UnknownFunction []
0x000000001C729B41 Tower-Win64-Shipping.exe!UnknownFunction []
0x000000001C729C53 Tower-Win64-Shipping.exe!UnknownFunction []
0x000000001C729CA4 Tower-Win64-Shipping.exe!UnknownFunction []
0x000000001B0E1B6F Tower-Win64-Shipping.exe!UnknownFunction []
0x000000001BD12244 Tower-Win64-Shipping.exe!UnknownFunction []
0x000000001BBCCF41 Tower-Win64-Shipping.exe!UnknownFunction []
0x000000001BB218B4 Tower-Win64-Shipping.exe!UnknownFunction []
0x000000001ACD81D3 Tower-Win64-Shipping.exe!UnknownFunction []
0x000000001ACCCF6C Tower-Win64-Shipping.exe!UnknownFunction []
0x000000001ACD880A Tower-Win64-Shipping.exe!UnknownFunction []
0x000000001ACD8AF1 Tower-Win64-Shipping.exe!UnknownFunction []
0x000000001C7B5C57 Tower-Win64-Shipping.exe!UnknownFunction []
0x00000000533D3034 KERNEL32.DLL!UnknownFunction []
0x00000000553B3691 ntdll.dll!UnknownFunction []
0x00000000553B3691 ntdll.dll!UnknownFunction []

I looked up FRenderResource and found this:
[https://answers.unrealengine.com/questions/151509/a-frenderresource-was-deleted-without-being-releas.html](https://steamcommunity.com/linkfilter/?url=https://answers.unrealengine.com/questions/151509/a-frenderresource-was-deleted-without-being-releas.html)

That's the link to this article:
Home / Rendering /
A FRenderResource was deleted without being released first!
0
I've been working on a map for Unreal Tournament, CTF-Elemental, and I'm running into this error/crash after attempting to build lighting (of any quality). The lighting build will complete (100%), but during it's final processing stages, the editor crashes with the following error:

A FRenderResource was deleted without being released first!

alt text

This project incorporates the Elemental demo assets provided by Epic, and I have done a fair amount of deleting and modifying of those assets, which included removing a number of tracks from the level's main Matinee. My assumption was that I simply deleted something I shouldn't have, so today I actually started over fresh with clean downloads of all assets & engines, but to no avail.

I have attempted to build lighting for this level in the following engine versions, receiving the same crash each time:

4.6.0 binary

4.6.0 github source

4.6.1 binary

However, I do have a similar (older) build of this level in a non-UT version of the 4.6.0 engine. Building lighting in the non-UT version always succeeds, and the editor does not crash.

Knowing that I had a known good version, I migrated the level and it's contents into a new UT project, and then attempted to rebuild lighting. Once it was in a UT version of the editor, building lighting would once again cause a crash with an FRenderResource error.

That's an incredibly cryptic error, and doesn't give me a lot to go on. I've written no custom C++ code for this project, and custom blueprints have been kept to a minimum. I assume I need to null out a reference somewhere, but I have no clue where to begin searching for it.

Again, this crash seems to only occur after building lighting, and only in a UT-ready version of the editor. I've never experienced a crash with this error in any other situation.

Any thoughts? Some help here would be hot, I'd love to get this map into player's hands asap!

Product Version: Not Selected
Tags:unreal engine 4bug reporteditorcrashlighting
frenderresource.jpg (225.0 kB)
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asked Dec 24 '14 at 7:48 PM avatar image
Soverance 
144 ● 8 ● 10 ● 17

2 answers: sort voted first ▼
1
This is now fixed

Change 2541394 by Daniel.Wright@DWRIGHT-G5038-UE4_CODE2 on 2015/05/07 14:39:22 Fix for crash importing lighting with static meshes with LODs that have been vertex painted

more ▼
answered May 07 '15 at 10:45 AM

avatar image
DanielW STAFF 
1.9k ● 31 ● 10 ● 71

avatar image Soverance May 07 '15 at 10:56 AM Newest
Awesome, thanks so much for the effort!

0
I seem to have solved this issue, and of course it was totally my error.

One of the objects I had modified, a rock, had originally used multiple LODs. I had modified the static mesh to utilize only a single LOD in the editor, and this is what caused the FRenderResource crash. It was apparently still expecting to see multiple LODs.

I reverted to the original version of the static mesh, and was able to build lighting successfully without crashing. To keep the mesh as a single LOD, I was forced to export it from the editor, import it into Maya, remove the offending LODs, and export back out the FBX.

After that, I've got the mesh as a single LOD and everything builds just fine.

more ▼
answered Dec 31 '14 at 5:28 PM

avatar image
Soverance 
144 ● 8 ● 10 ● 17

avatar image zhazhiji Mar 10 '15 at 11:20 PM
how can you find out the problem was caused by which buleprint?

avatar image Soverance Apr 30 '15 at 5:12 AM
I only knew which asset was causing the problem because it was the only asset I had modified before receiving the error. Sorry that's not super helpful :/

avatar image Alex Fox Apr 29 '15 at 12:26 PM
Hi

I have the same problem. Look:

Fatal error: [File:D:\BuildFarm\buildmachine_++depot+UE4-Releases+4.7\Engine\Source\Runtime\RenderCore\Private\RenderResource.cpp] [Line: 118] A FRenderResource was deleted without being released first!

I deleted LODs and try to render my projects. Nothing changed... I have still this error. Maybe you have idea how to fix this problem?

avatar image Soverance Apr 30 '15 at 5:15 AM
The problem states that you have deleted something that the build machine is expecting to see. If your problem is the same as mine, it's likely that you deleted LODs while inside the Unreal editor.

If so, what you should do is revert those assets back to their original state, restoring their LODs. You should then be able to build, error free. If you still need the LODs removed, you must export them into an external 3D modeling software and remove the LODs in there. Export them as FBX, and reimport them into UE4.

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Somebody fix this so my game and others' games stop crashing.
Thanks.

This crash has nothing to do with LODs or many of the issues listed. This crash is due to the CPU getting ahead of the GPU when async loading workshop models.

Our workshop system is incredibly complex and the rendering crash is directly related to it. I’ve put in a couple fixes for this edge case but it still occurs in some areas when async loading workshop models.

Rest assured it’s something I’ve been working on a fix for.

A temp solution is clearing your workshop cache.

Thanks!!! Sorry it wasn’t that helpful sweatdrop.

1 Like

To prevent the crashes… should I just disable seeing the workshop stuff until it’s fixed? Idk. Imma test it out.

Yeah that definitely will stop the crashes.

Yay!!! Thanks!

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