Description

Enabling HZB Occlusion culling results in a reproducible crash.

Looks like a community member noticed this back in preview 2: https://forums.unrealengine.com/unreal-engine/announcements-and-releases/1814986-unreal-engine-4-26-preview/page18#post1820682

Crash results in:

 

Assertion failed: !bIsLoadActionInvalid [File:D:/Build/++UE4/Sync/Engine/Source/Runtime/RenderCore/Private/RenderGraphValidation.cpp] [Line: 421] Pass 'TestHZB' attempted to bind texture 'HZBResultsGPU' as a render target with the 'Load' action specified, but the texture has not been produced yet. The render target must use either 'Clear' or 'NoAction' action instead.

 

Steps to Reproduce
  1. Create ThirdPerson project
  2. Run PIE
  3. Run the following in console:
r.HZBOcclusion 1
Callstack
UE4Editor_Core!AssertFailedImplV() [D:\Build\++UE4\Sync\Engine\Source\Runtime\Core\Private\Misc\AssertionMacros.cpp:102] UE4Editor_Core!FDebug::CheckVerifyFailedImpl() [D:\Build\++UE4\Sync\Engine\Source\Runtime\Core\Private\Misc\AssertionMacros.cpp:458] UE4Editor_RenderCore!DispatchCheckVerify<void,<lambda_561ad540fc9f2881804028ab392608f0> >() [D:\Build\++UE4\Sync\Engine\Source\Runtime\Core\Public\Misc\AssertionMacros.h:165] UE4Editor_RenderCore!FRDGUserValidation::ValidateAddPass() [D:\Build\++UE4\Sync\Engine\Source\Runtime\RenderCore\Private\RenderGraphValidation.cpp:417] UE4Editor_RenderCore!FRDGBuilder::SetupPass() [D:\Build\++UE4\Sync\Engine\Source\Runtime\RenderCore\Private\RenderGraphBuilder.cpp:1331] UE4Editor_Renderer!FRDGBuilder::AddPass<FHZBOcclusionTestHZBParameters,<lambda_7b9d0141458e1611a149fdbf67cd928e> >() [D:\Build\++UE4\Sync\Engine\Source\Runtime\RenderCore\Public\RenderGraphBuilder.inl:281] UE4Editor_Renderer!FHZBOcclusionTester::Submit() [D:\Build\++UE4\Sync\Engine\Source\Runtime\Renderer\Private\SceneOcclusion.cpp:966] UE4Editor_Renderer!FDeferredShadingSceneRenderer::RenderHzb() [D:\Build\++UE4\Sync\Engine\Source\Runtime\Renderer\Private\DeferredShadingRenderer.cpp:357] UE4Editor_Renderer!FDeferredShadingSceneRenderer::RenderOcclusion() [D:\Build\++UE4\Sync\Engine\Source\Runtime\Renderer\Private\SceneOcclusion.cpp:1388] UE4Editor_Renderer!FDeferredShadingSceneRenderer::Render() [D:\Build\++UE4\Sync\Engine\Source\Runtime\Renderer\Private\DeferredShadingRenderer.cpp:1774] UE4Editor_Renderer!RenderViewFamily_RenderThread() [D:\Build\++UE4\Sync\Engine\Source\Runtime\Renderer\Private\SceneRendering.cpp:3600] UE4Editor_Renderer!<lambda_98e5bccbef990afae09bf303afae0c23>::operator()() [D:\Build\++UE4\Sync\Engine\Source\Runtime\Renderer\Private\SceneRendering.cpp:3870] UE4Editor_Renderer!TEnqueueUniqueRenderCommandType<`FRendererModule::BeginRenderingViewFamily'::`35'::FDrawSceneCommandName,<lambda_98e5bccbef990afae09bf303afae0c23> >::DoTask() [D:\Build\++UE4\Sync\Engine\Source\Runtime\RenderCore\Public\RenderingThread.h:183] UE4Editor_Renderer!TGraphTask<TEnqueueUniqueRenderCommandType<`FRendererModule::BeginRenderingViewFamily'::`35'::FDrawSceneCommandName,<lambda_98e5bccbef990afae09bf303afae0c23> > >::ExecuteTask() [D:\Build\++UE4\Sync\Engine\Source\Runtime\Core\Public\Async\TaskGraphInterfaces.h:886] UE4Editor_Core!FNamedTaskThread::ProcessTasksNamedThread() [D:\Build\++UE4\Sync\Engine\Source\Runtime\Core\Private\Async\TaskGraph.cpp:709] UE4Editor_Core!FNamedTaskThread::ProcessTasksUntilQuit() [D:\Build\++UE4\Sync\Engine\Source\Runtime\Core\Private\Async\TaskGraph.cpp:601] UE4Editor_RenderCore!RenderingThreadMain() [D:\Build\++UE4\Sync\Engine\Source\Runtime\RenderCore\Private\RenderingThread.cpp:373] UE4Editor_RenderCore!FRenderingThread::Run() [D:\Build\++UE4\Sync\Engine\Source\Runtime\RenderCore\Private\RenderingThread.cpp:509] UE4Editor_Core!FRunnableThreadWin::Run() [D:\Build\++UE4\Sync\Engine\Source\Runtime\Core\Private\Windows\WindowsRunnableThread.cpp:86]

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Fixed
ComponentUE - Graphics Features
Affects Versions4.26
Target Fix4.26.1
Fix Commit14887103
Release Commit14887103
CreatedDec 16, 2020
ResolvedDec 16, 2020
UpdatedApr 27, 2021
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