Using HISM with Density Scaling enabled throws an Ensure when Foliage Quality is lowered.
UCLASS(Blueprintable) class AFooActor : public AActor { GENERATED_BODY() public: AFooActor(const FObjectInitializer& ObjectInitializer); UPROPERTY(VisibleAnywhere) UHierarchicalInstancedStaticMeshComponent* HISM; };
AFooActor::AFooActor(const FObjectInitializer& ObjectInitializer) : Super(ObjectInitializer) { HISM = CreateDefaultSubobject<UHierarchicalInstancedStaticMeshComponent>("HISM"); HISM->bEnableDensityScaling = true; }
Expected Results:
Foliage quality is changed to low.
Actual Results:
Editor crashes with an Ensure Condition
FInstancedStaticMeshSceneProxy::SetupProxy(UInstancedStaticMeshComponent *) InstancedStaticMesh.cpp:1465
FInstancedStaticMeshSceneProxy::FInstancedStaticMeshSceneProxy(UInstancedStaticMeshComponent *,Type) InstancedStaticMesh.h:552
FHierarchicalStaticMeshSceneProxy::FHierarchicalStaticMeshSceneProxy(UHierarchicalInstancedStaticMeshComponent *,Type) HierarchicalInstancedStaticMesh.cpp:835
UHierarchicalInstancedStaticMeshComponent::CreateSceneProxy() HierarchicalInstancedStaticMesh.cpp:3181
FScene::AddPrimitive(UPrimitiveComponent *) RendererScene.cpp:1429
UPrimitiveComponent::CreateRenderState_Concurrent(FRegisterComponentContext *) PrimitiveComponent.cpp:596
UStaticMeshComponent::CreateRenderState_Concurrent(FRegisterComponentContext *) StaticMeshComponent.cpp:762
UActorComponent::RecreateRenderState_Concurrent() ActorComponent.cpp:1753
UActorComponent::DoDeferredRenderUpdates_Concurrent() ActorComponent.cpp:1826
<lambda_5ad2784f0b47a9781929105b02f294f7>::operator()() LevelTick.cpp:1163
UWorld::SendAllEndOfFrameUpdates() LevelTick.cpp:1180
UReflectionCaptureComponent::UpdateReflectionCaptureContents(UWorld *,const wchar_t *,bool,bool,bool) ReflectionCaptureComponent.cpp:1075
FPreviewScene::UpdateCaptureContents() PreviewScene.cpp:205
FThumbnailPreviewScene::Tick(float) ThumbnailHelpers.cpp:157
FTickableEditorObject::TickObjects(const float) TickableEditorObject.h:44
UEditorEngine::Tick(float,bool) EditorEngine.cpp:1538
UUnrealEdEngine::Tick(float,bool) UnrealEdEngine.cpp:513
FEngineLoop::Tick() LaunchEngineLoop.cpp:5297
EngineTick() Launch.cpp:62
GuardedMain(const wchar_t *) Launch.cpp:188
LaunchWindowsStartup(HINSTANCE__ *,HINSTANCE__ *,char *,int,const wchar_t *) LaunchWindows.cpp:279
WinMain(HINSTANCE__ *,HINSTANCE__ *,char *,int) LaunchWindows.cpp:337
[Inlined] invoke_main() 0x00007ff60d70fad6
__scrt_common_main_seh() 0x00007ff60d70fab5
<unknown> 0x00007ffb1e8854e0
<unknown> 0x00007ffb1fcc485b
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1 |
Component | UE - Graphics Features |
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Affects Versions | 5.0 |
Target Fix | 5.1 |
Fix Commit | 21285048 |
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Created | Apr 5, 2022 |
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Resolved | Aug 9, 2022 |
Updated | Aug 14, 2022 |