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.
r.HZBOcclusion 1
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]
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-104627 in the post.
1 |
Component | UE - Graphics Features |
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Affects Versions | 4.26 |
Target Fix | 4.26.1 |
Created | Dec 16, 2020 |
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Resolved | Dec 16, 2020 |
Updated | Apr 27, 2021 |