ALLOW_DITHERED_LOD_FOR_INSTANCED_STATIC_MESHES works without crashing in ue4.27.
It appears that this code path is not maintained in ue5.
Result :
Editor crushes with message :
Fatal error: [File:D:\dev\UnrealEngine-5.0.3\Engine\Source\Runtime\D3D12RHI\Private\D3D12VertexDeclaration.cpp] [Line: 55]
Unknown RHI vertex element type 0
[Inline Frame] UnrealEditor-D3D12RHI.dll!FD3D12VertexDeclarationKey::{ctor}::__l11::<lambda_d07fb6281a482629a7b99bf5d71fb062>::()::__l9::<lambda_9484031dc0c51f2c37a48cee618f2c9e>::operator()() Line 55 C++ [Inline Frame] UnrealEditor-D3D12RHI.dll!FD3D12VertexDeclarationKey::{ctor}::__l11::<lambda_d07fb6281a482629a7b99bf5d71fb062>::operator()(const FLogCategoryLogD3D12RHI &) Line 55 C++ UnrealEditor-D3D12RHI.dll!DispatchCheckVerify<void,<lambda_d07fb6281a482629a7b99bf5d71fb062>,FLogCategoryLogD3D12RHI,wchar_t [35],unsigned char>(FD3D12VertexDeclarationKey::{ctor}::__l11::<lambda_d07fb6281a482629a7b99bf5d71fb062> && Inner, const FLogCategoryLogD3D12RHI & <Args_0>, const wchar_t[35] & <Args_1>, const unsigned char & <Args_2>) Line 169 C++ UnrealEditor-D3D12RHI.dll!FD3D12VertexDeclarationKey::FD3D12VertexDeclarationKey(const TArray<FVertexElement,TFixedAllocator<17>> & InElements) Line 60 C++ UnrealEditor-D3D12RHI.dll!FD3D12DynamicRHI::RHICreateVertexDeclaration(const TArray<FVertexElement,TFixedAllocator<17>> & Elements) Line 154 C++ [Inline Frame] UnrealEditor-RHI.dll!RHICreateVertexDeclaration(const TArray<FVertexElement,TFixedAllocator<17>> &) Line 1382 C++ UnrealEditor-RHI.dll!PipelineStateCache::GetOrCreateVertexDeclaration(const TArray<FVertexElement,TFixedAllocator<17>> & Elements) Line 1712 C++ UnrealEditor-RenderCore.dll!FVertexFactory::InitDeclaration(const TArray<FVertexElement,TFixedAllocator<17>> & Elements, EVertexInputStreamType StreamType) Line 325 C++ UnrealEditor-Engine.dll!FInstancedStaticMeshVertexFactory::InitRHI::__l15::<lambda>(EVertexInputStreamType InputStreamType) Line 860 C++ UnrealEditor-Engine.dll!FInstancedStaticMeshVertexFactory::InitRHI() Line 862 C++ UnrealEditor-RenderCore.dll!FRenderResource::InitResource() Line 120 C++ UnrealEditor-Engine.dll!FInstancedStaticMeshRenderData::BindBuffersToVertexFactories() Line 1011 C++ [Inline Frame] UnrealEditor-Engine.dll!FInstancedStaticMeshRenderData::InitVertexFactories::__l2::<lambda_3d2cdd647c2ae4c9702aa3c96c13d7ed>::operator()(FRHICommandListImmediate &) Line 1059 C++ UnrealEditor-Engine.dll!TEnqueueUniqueRenderCommandType<`FInstancedStaticMeshRenderData::InitVertexFactories'::`2'::InstancedStaticMeshRenderData_InitVertexFactoriesName,<lambda_3d2cdd647c2ae4c9702aa3c96c13d7ed>>::DoTask(ENamedThreads::Type CurrentThread, const TRefCountPtr<FGraphEvent> & MyCompletionGraphEvent) Line 193 C++ UnrealEditor-Engine.dll!TGraphTask<TEnqueueUniqueRenderCommandType<`FInstancedStaticMeshRenderData::InitVertexFactories'::`2'::InstancedStaticMeshRenderData_InitVertexFactoriesName,<lambda_3d2cdd647c2ae4c9702aa3c96c13d7ed>>>::ExecuteTask(TArray<FBaseGraphTask *,TSizedDefaultAllocator<32>> & NewTasks, ENamedThreads::Type CurrentThread, bool bDeleteOnCompletion) Line 975 C++ [Inline Frame] UnrealEditor-Core.dll!FBaseGraphTask::Execute(TArray<FBaseGraphTask *,TSizedDefaultAllocator<32>> & CurrentThread, ENamedThreads::Type) Line 587 C++ UnrealEditor-Core.dll!FNamedTaskThread::ProcessTasksNamedThread(int QueueIndex, bool bAllowStall) Line 753 C++ UnrealEditor-Core.dll!FNamedTaskThread::ProcessTasksUntilQuit(int QueueIndex) Line 642 C++ UnrealEditor-Core.dll!FTaskGraphCompatibilityImplementation::ProcessThreadUntilRequestReturn(ENamedThreads::Type CurrentThread) Line 2115 C++ UnrealEditor-RenderCore.dll!RenderingThreadMain(FEvent * TaskGraphBoundSyncEvent) Line 380 C++ UnrealEditor-RenderCore.dll!FRenderingThread::Run() Line 546 C++ UnrealEditor-Core.dll!FRunnableThreadWin::Run() Line 146 C++ UnrealEditor-Core.dll!FRunnableThreadWin::GuardedRun() Line 68 C++
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There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-169876 in the post.
1 |
Component | UE - Graphics Features |
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Affects Versions | 5.0 |
Target Fix | 5.2 |
Created | Nov 11, 2022 |
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Resolved | Jan 24, 2023 |
Updated | Feb 14, 2023 |