See the licensee steps here - [Link Removed]
Note - This actually crashed on my end without step 4, just with the TPC highlighted, render static on it's own with this combination caused it.
Assertion failed: (Index >= 0) & (Index < ArrayNum) [File:D:\Build\++UE4\Sync\Engine\Source\Runtime\Core\Public\Containers/Array.h] [Line: 703] Array index out of bounds: 2 from an array of size 0
> [Inline Frame] UE4Editor-Engine.dll!TArray<FMatrix,TSizedDefaultAllocator<32>>::RangeCheck(int Index) Line 703 C++ [Inline Frame] UE4Editor-Engine.dll!TArray<FMatrix,TSizedDefaultAllocator<32>>::operator[](int Index) Line 760 C++ UE4Editor-Engine.dll!FSkeletalMeshSceneProxy::GetShadowShapes(TArray<FCapsuleShape,TSizedDefaultAllocator<32>> & CapsuleShapes) Line 5823 C++ UE4Editor-Renderer.dll!FDeferredShadingSceneRenderer::RenderCapsuleDirectShadows(FRDGBuilder & GraphBuilder, TRDGUniformBuffer<FSceneTextureUniformParameters> * SceneTexturesUniformBuffer, const FLightSceneInfo & LightSceneInfo, FRDGTexture * ScreenShadowMaskTexture, TArrayView<FProjectedShadowInfo const * const,int> CapsuleShadows, bool bProjectingForForwardShading) Line 721 C++ UE4Editor-Renderer.dll!FDeferredShadingSceneRenderer::RenderDeferredShadowProjections(FRDGBuilder & GraphBuilder, TRDGUniformBuffer<FSceneTextureUniformParameters> * SceneTexturesUniformBuffer, const FLightSceneInfo * LightSceneInfo, FRDGTexture * ScreenShadowMaskTexture, FRDGTexture * ScreenShadowMaskSubPixelTexture, FRDGTexture * SceneDepthTexture, const FHairStrandsRenderingData * HairDatas, bool & bInjectedTranslucentVolume) Line 1950 C++ UE4Editor-Renderer.dll!FDeferredShadingSceneRenderer::RenderLights(FRDGBuilder & GraphBuilder, TRDGUniformBuffer<FSceneTextureUniformParameters> * SceneTexturesUniformBuffer, FRDGTexture * SceneColorTexture, FRDGTexture * SceneDepthTexture, FRDGTexture * LightingChannelsTexture, FSortedLightSetSceneInfo & SortedLightSet, const FHairStrandsRenderingData * HairDatas) Line 1987 C++ UE4Editor-Renderer.dll!FDeferredShadingSceneRenderer::Render(FRHICommandListImmediate & RHICmdList) Line 2211 C++ UE4Editor-Renderer.dll!RenderViewFamily_RenderThread(FRHICommandListImmediate & RHICmdList, FSceneRenderer * SceneRenderer) Line 3727 C++ UE4Editor-Renderer.dll!FRendererModule::BeginRenderingViewFamily::__l35::<lambda>(FRHICommandListImmediate & RHICmdList) Line 3990 C++ [Inline Frame] UE4Editor-Renderer.dll!EnqueueUniqueRenderCommand(FRendererModule::BeginRenderingViewFamily::__l35::void <lambda>(FRHICommandListImmediate &) &&) Line 244 C++ UE4Editor-Renderer.dll!FRendererModule::BeginRenderingViewFamily(FCanvas * Canvas, FSceneViewFamily * ViewFamily) Line 3982 C++ UE4Editor-UnrealEd.dll!FEditorViewportClient::Draw(FViewport * InViewport, FCanvas * Canvas) Line 3916 C++ UE4Editor-Engine.dll!FViewport::Draw(bool bShouldPresent) Line 1573 C++ UE4Editor-UnrealEd.dll!UEditorEngine::UpdateSingleViewportClient(FEditorViewportClient * InViewportClient, const bool bInAllowNonRealtimeViewportToDraw, bool bLinkedOrthoMovement) Line 2180 C++ UE4Editor-UnrealEd.dll!UEditorEngine::Tick(float DeltaSeconds, bool bIdleMode) Line 1875 C++ UE4Editor-UnrealEd.dll!UUnrealEdEngine::Tick(float DeltaSeconds, bool bIdleMode) Line 426 C++ UE4Editor.exe!FEngineLoop::Tick() Line 4922 C++ [Inline Frame] UE4Editor.exe!EngineTick() Line 62 C++ UE4Editor.exe!GuardedMain(const wchar_t * CmdLine) Line 178 C++ UE4Editor.exe!LaunchWindowsStartup(HINSTANCE__ * hInInstance, HINSTANCE__ * hPrevInstance, char * __formal, int nCmdShow, const wchar_t * CmdLine) Line 262 C++ UE4Editor.exe!WinMain(HINSTANCE__ * hInInstance, HINSTANCE__ * hPrevInstance, char * pCmdLine, int nCmdShow) Line 320 C++ [Inline Frame] UE4Editor.exe!invoke_main() Line 102 C++ UE4Editor.exe!__scrt_common_main_seh() Line 288 C++ kernel32.dll!BaseThreadInitThunk() Unknown ntdll.dll!RtlUserThreadStart() Unknown
error message when install in U.E 5.3 - IS-IN-FCO2-82
How do I set a material as a post-processing material?
Why does the REMOVE method of map container remove elements have memory leaks?
How does TextureRenderTarget2D get TArray<uint8> type data?
How to delete some elements correctly when deleting an array loop?
What is the difference between Camera and CineCamera?
What is the cause of the packaging error falling back to 'GameUserSettings' in ue5?
Does media player's OpenFile method support dynamically opening a video file?
How does TArray loop correctly remove elements in blueprints?
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-118502 in the post.
2 |
Component | UE - Graphics Features |
---|---|
Affects Versions | 4.26.2, 4.27 |
Target Fix | 5.0 |
Created | Jun 17, 2021 |
---|---|
Resolved | Nov 25, 2021 |
Updated | Jan 26, 2023 |