Description

Simulating in editor during runtime rendering causes an assertion to fail after rendering is done.

Repro Rate: 4/4

Tested this in //UE4/Release-4.27 @ CL#18319896 and the issue did not occur there, it is a regression!

Assertion failed: ExternalPooledTexture.IsValid() [File:D:\build\++UE5\Sync\Engine\Source\Runtime\RenderCore\Private\RenderGraphBuilder.cpp] [Line: 653] 
Attempted to register NULL external texture.
Steps to Reproduce
  1. Create a new Third Person BP template project.
  2. Enable the Movie Render Queue Plugin & restart the editor.
  3. Right-Click the Content Browser, create a new Level Sequence. (Located in Animation)
  4. Create a new Camera utilizing the Camera button in Sequencer & save.
  5. Open Project Settings and search for Game Instance Class.
  6. Create a NewGameInstance blueprint by clicking the plus icon.
  7. In the Event Graph, right-click empty space.
  8. Add Get MoviePipelineQueueEngineSubsystem (MPQES)
  9. Drag from the MPQES output pin and place the node RenderQueueWithExecutor
    • Set the In Execution Type to MoviePipelineInProcessExecutor
  10. Drag from the MPQES output and place the node Get Queue
  11. From the return value on the Get Queue node, place a Delete All Jobs node.
  12. From the return value on the Get Queue node, place an Allocate New Job node.
  13. Drag out from the return value of the Allocate node and place a Set Sequence node then a Set Map node.
    1. Ensure 'Target' is connected to the 'Return Value' and that the execution pins for the Set nodes are connected to the Allocate New Job execution!
    2. Promote Sequence & Map into variables
    3. Compile and Save
    4. Set the Sequence to the new level sequence & the Map to the map where the level sequence was created.
  14. Right-Click in empty space, place the Event Init node
  15. Drag from the execution pin of Event Init and place a sequence node
  16. Add a pin onto the Sequence node
  17. Drag the Execution Pin Then 0 and set it to Allocate New Job
  18. Drag the Execution Pin Then 1 and set it to Render Queue with Executor
  19. Drag the Execution Pin Then 2 and set it to Delete All Jobs
  20. Save & Compile
  21. Simulate the Scene

Results: Editor crashes hitting an assertion due to an invalid External Pooled Texture.
Expected: Editor does not crash and continues after rendering out the scene.

Callstack
Error: === Critical error: ===
Error: 
Error: Fatal error: [File:D:\build\++UE5\Sync\Engine\Source\Runtime\RenderCore\Private\RenderingThread.cpp] [Line: 934] 
Error: Rendering thread exception:
Error: Assertion failed: ExternalPooledTexture.IsValid() [File:D:\build\++UE5\Sync\Engine\Source\Runtime\RenderCore\Private\RenderGraphBuilder.cpp] [Line: 653] 
Error: Attempted to register NULL external texture.
Error: 
Error: 
Error: [Callstack] 0x00007ffbe85cf5ff UnrealEditor-RenderCore.dll!FRDGBuilder::RegisterExternalTexture() [D:\build\++UE5\Sync\Engine\Source\Runtime\RenderCore\Private\RenderGraphBuilder.cpp:653]
Error: [Callstack] 0x00007ffbbd7c3366 UnrealEditor-Renderer.dll!<lambda_aa03247044eb13c31d7e8553d53aeef9>::operator()() [D:\build\++UE5\Sync\Engine\Source\Runtime\Renderer\Private\ReflectionEnvironmentRealTimeCapture.cpp:785]
Error: [Callstack] 0x00007ffbbd7d9751 UnrealEditor-Renderer.dll!FScene::AllocateAndCaptureFrameSkyEnvMap() [D:\build\++UE5\Sync\Engine\Source\Runtime\Renderer\Private\ReflectionEnvironmentRealTimeCapture.cpp:960]
Error: [Callstack] 0x00007ffbbce27aa4 UnrealEditor-Renderer.dll!FDeferredShadingSceneRenderer::Render() [D:\build\++UE5\Sync\Engine\Source\Runtime\Renderer\Private\DeferredShadingRenderer.cpp:2562]
Error: [Callstack] 0x00007ffbbd8eff79 UnrealEditor-Renderer.dll!RenderViewFamily_RenderThread() [D:\build\++UE5\Sync\Engine\Source\Runtime\Renderer\Private\SceneRendering.cpp:4087]
Error: [Callstack] 0x00007ffbbd8c1232 UnrealEditor-Renderer.dll!<lambda_5bef0671e2645c9d84f47c7c235eeb26>::operator()() [D:\build\++UE5\Sync\Engine\Source\Runtime\Renderer\Private\SceneRendering.cpp:4338]
Error: [Callstack] 0x00007ffbbd8d791a UnrealEditor-Renderer.dll!TEnqueueUniqueRenderCommandType<`FRendererModule::BeginRenderingViewFamily'::`46'::FDrawSceneCommandName,<lambda_5bef0671e2645c9d84f47c7c235eeb26> >::DoTask() [D:\build\++UE5\Sync\Engine\Source\Runtime\RenderCore\Public\RenderingThread.h:193]
Error: [Callstack] 0x00007ffbbd8df45a UnrealEditor-Renderer.dll!TGraphTask<TEnqueueUniqueRenderCommandType<`FRendererModule::BeginRenderingViewFamily'::`46'::FDrawSceneCommandName,<lambda_5bef0671e2645c9d84f47c7c235eeb26> > >::ExecuteTask() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Public\Async\TaskGraphInterfaces.h:975]
Error: [Callstack] 0x00007ffbe5b03a9d UnrealEditor-Core.dll!FNamedTaskThread::ProcessTasksNamedThread() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\TaskGraph.cpp:753]
Error: [Callstack] 0x00007ffbe5b03f3e UnrealEditor-Core.dll!FNamedTaskThread::ProcessTasksUntilQuit() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\TaskGraph.cpp:642]
Error: [Callstack] 0x00007ffbe5b042e1 UnrealEditor-Core.dll!FTaskGraphCompatibilityImplementation::ProcessThreadUntilRequestReturn() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\TaskGraph.cpp:2115]
Error: [Callstack] 0x00007ffbe86767fb UnrealEditor-RenderCore.dll!RenderingThreadMain() [D:\build\++UE5\Sync\Engine\Source\Runtime\RenderCore\Private\RenderingThread.cpp:380]
Error: [Callstack] 0x00007ffbe867a1e8 UnrealEditor-RenderCore.dll!FRenderingThread::Run() [D:\build\++UE5\Sync\Engine\Source\Runtime\RenderCore\Private\RenderingThread.cpp:527]
Error: [Callstack] 0x00007ffbe61d83ab UnrealEditor-Core.dll!FRunnableThreadWin::Run() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Private\Windows\WindowsRunnableThread.cpp:146]
Error: [Callstack] 0x00007ffbe61d13b0 UnrealEditor-Core.dll!FRunnableThreadWin::GuardedRun() [D:\build\++UE5\Sync\Engine\Source\Runtime\Core\Private\Windows\WindowsRunnableThread.cpp:76]
Error: [Callstack] 0x00007ffc536d7bd4 KERNEL32.DLL!UnknownFunction []
Error: [Callstack] 0x00007ffc5504ced1 ntdll.dll!UnknownFunction []

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Fixed
ComponentUE - Graphics Features
Affects Versions5.0
Target Fix5.0.3
Fix Commit20379597
Main Commit20385099
Release Commit20379597
CreatedApr 19, 2022
ResolvedMay 26, 2022
UpdatedJan 25, 2023
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