When you hit play with a groom in the scene, the engine crashes
Additional notes: First tried adding it to a skeletal mesh through a character blueprint. Engine crashes. Engine doesn't crash if played in simulate mode. Added hair material to a cube, engine runs fine. Used "Convert to Geometry" function in xGen, added raw geo with hair material, runs fine.
Created a new level called "BlankTest01". Added a cube for the ground and scaled it appropriately. Added a simple marble material to the ground. Added a point light. Added a groom (.abc) file into the scene. No gamemode override, gamemode set to "GameModeBase" from the default game proejct. Hit "playtest" button. Engine crashes
LoginId:8e1c322c4ecfd6169ed764a77ec00827 EpicAccountId:eccfb5982edc494eaddff2c442f1e43a Assertion failed: DebugData.bAllowRHIAccess [File:D:\Build\++UE4\Sync\Engine\Source\Runtime\RenderCore\Public\RenderGraphResources.h] [Line: 112] Accessing the RHI resource of CategorizationTexture at this time is not allowed. If you hit this check in pass, that is due to this resource not being referenced in the parameters of your pass. 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_e06b03f5c89d29ef5fb5b0c3c1fc862c> >() [D:\Build\++UE4\Sync\Engine\Source\Runtime\Core\Public\Misc\AssertionMacros.h:165] UE4Editor_RenderCore!FRDGTexture::GetPooledRenderTarget() [D:\Build\++UE4\Sync\Engine\Source\Runtime\RenderCore\Public\RenderGraphResources.h:641] UE4Editor_Renderer!TOnePassPointShadowProjectionPS<5,0,1>::SetParameters() [D:\Build\++UE4\Sync\Engine\Source\Runtime\Renderer\Private\ShadowRendering.h:1381] UE4Editor_Renderer!FProjectedShadowInfo::RenderOnePassPointLightProjection() [D:\Build\++UE4\Sync\Engine\Source\Runtime\Renderer\Private\ShadowRendering.cpp:1163] UE4Editor_Renderer!FSceneRenderer::RenderShadowProjections() [D:\Build\++UE4\Sync\Engine\Source\Runtime\Renderer\Private\ShadowRendering.cpp:1603] UE4Editor_Renderer!TRDGLambdaPass<FRenderShadowProjectionsParameters,<lambda_a222d18c800e1606b618021a5bd97179> >::ExecuteImpl() [D:\Build\++UE4\Sync\Engine\Source\Runtime\RenderCore\Public\RenderGraphPass.h:425] UE4Editor_RenderCore!FRDGPass::Execute() [D:\Build\++UE4\Sync\Engine\Source\Runtime\RenderCore\Private\RenderGraphPass.cpp:302] UE4Editor_RenderCore!FRDGBuilder::ExecutePass() [D:\Build\++UE4\Sync\Engine\Source\Runtime\RenderCore\Private\RenderGraphBuilder.cpp:1593] UE4Editor_RenderCore!FRDGBuilder::Execute() [D:\Build\++UE4\Sync\Engine\Source\Runtime\RenderCore\Private\RenderGraphBuilder.cpp:1253] UE4Editor_Renderer!FDeferredShadingSceneRenderer::Render() [D:\Build\++UE4\Sync\Engine\Source\Runtime\Renderer\Private\DeferredShadingRenderer.cpp:2624] 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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There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-105452 in the post.
8 |
Component | UE - Graphics Features |
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Affects Versions | 4.26 |
Target Fix | 4.27 |
Created | Jan 8, 2021 |
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Resolved | Jan 13, 2021 |
Updated | May 17, 2021 |