Description

When dragging the BP_LightStudio asset, that is included in Starter Content, the engine crashes. Out of the 4 times I reproduced this, one of the instances didn't crash until I dragged the BP_LightStudio around in the level.

 

This was tested in //UE4/Release-4.26 @ CL 15973114 and this did not occur, so marking as a Regression.

Steps to Reproduce
  1. Open any project in UE5 with Starter Content included
  2. Find the BP_LightStudio in the Content Browser
  3. Drag it into the level
  4. If the editor doesn't crash immediately, move the BP_LightStudio around

RESULT:

The editor crashes

EXPECTED:

The user can use BP_LightStudio in their level without crashing

Callstack
Assertion failed: !IsInsideRenderPass() [File:D:\build\++UE5\Sync\Engine\Source\Runtime\RHI\Public\RHICommandList.h] [Line: 3377]

UnrealEditor-Renderer!FAtmosphericFogSceneInfo::RenderAtmosphereShaders(FRHICommandList &,FGraphicsPipelineStateInitializer &,FViewInfo const &,FIntRect const &) [AtmosphereRendering.cpp:1190]
UnrealEditor-Renderer!FAtmosphericFogSceneInfo::PrecomputeAtmosphereData(FRHICommandListImmediate &,FViewInfo const *,FSceneViewFamily &) [AtmosphereRendering.cpp:1600]
UnrealEditor-Renderer!static void <lambda_32118202a4bf254e461915fb5a1775cf>::operator() [AtmosphereRendering.cpp:1669]
UnrealEditor-RenderCore!FRDGPass::Execute(FRHIComputeCommandList &) [RenderGraphPass.cpp:342]
UnrealEditor-RenderCore!FRDGBuilder::ExecutePass(FRDGPass *) [RenderGraphBuilder.cpp:1882]
UnrealEditor-RenderCore!FRDGBuilder::Execute() [RenderGraphBuilder.cpp:1506]
UnrealEditor-Renderer!CaptureSceneToScratchCubemap(FRHICommandListImmediate &,FSceneRenderer *,ECubeFace,int,bool,bool,FLinearColor const &,bool) [ReflectionEnvironmentCapture.cpp:827]
UnrealEditor-Renderer!static void TEnqueueUniqueRenderCommandType<`CaptureSceneIntoScratchCubemap'::`4'::CaptureCommandName,<lambda_1d5c64d6028057cdeea44798f4a751f0> >::DoTask(ENamedThreads::Type, const class TRefCountPtr<FGraphEvent> & const) [RenderingThread.h:184]
UnrealEditor-Renderer!static void TGraphTask<TEnqueueUniqueRenderCommandType<`CaptureSceneIntoScratchCubemap'::`4'::CaptureCommandName,<lambda_1d5c64d6028057cdeea44798f4a751f0> > >::ExecuteTask(class TArray<FBaseGraphTask *,TSizedDefaultAllocator<32> > & const, ENamedThreads::Type, bool) [TaskGraphInterfaces.h:960]
UnrealEditor-Core!FNamedTaskThread::ProcessTasksNamedThread(int,bool) [TaskGraph.cpp:730]
UnrealEditor-Core!FNamedTaskThread::ProcessTasksUntilQuit(int) [TaskGraph.cpp:622]
UnrealEditor-Core!FTaskGraphCompatibilityImplementation::ProcessThreadUntilRequestReturn(ENamedThreads::Type) [TaskGraph.cpp:1993]
UnrealEditor-RenderCore!RenderingThreadMain(FEvent *) [RenderingThread.cpp:375]
UnrealEditor-RenderCore!FRenderingThread::Run() [RenderingThread.cpp:514]
UnrealEditor-Core!FRunnableThreadWin::Run() [WindowsRunnableThread.cpp:146]
UnrealEditor-Core!FRunnableThreadWin::GuardedRun() [WindowsRunnableThread.cpp:76]
KERNEL32!7ffcaa960000  + 17c24
ntdll!7ffcab8e0000  + 6d721

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Cannot Reproduce
CreatedAug 12, 2021
ResolvedAug 16, 2021
UpdatedAug 30, 2021