Steps to Reproduce

Appears to work with any project but tested with First Person Template

Launch PIE and enter r.TSR.History.SeparateTranslucency 1

Callstack
Assertion failed: Resource->bProduced || Resource->bExternal || Resource->bQueuedForUpload [File:D:\Unreal\UE5_Release-5.1\Engine\Source\Runtime\RenderCore\Private\RenderGraphValidation.cpp] [Line: 382] 
Unable to queue the extraction of the resource TSR.History.ColorArray because it has not been produced by any pass.
A breakpoint instruction (__debugbreak() statement or a similar call) was executed in UnrealEditor.exe.
>    [Inline Frame] UnrealEditor-RenderCore.dll!FRDGUserValidation::ValidateExtractResource(FRDGViewableResource *) Line 380    C++
     UnrealEditor-RenderCore.dll!FRDGUserValidation::ValidateExtractTexture(FRDGTexture * Texture, TRefCountPtr<IPooledRenderTarget> * OutTexturePtr) Line 366    C++
     UnrealEditor-RenderCore.dll!FRDGBuilder::QueueTextureExtraction(FRDGTexture * Texture, TRefCountPtr<IPooledRenderTarget> * OutTexturePtr, ERDGResourceExtractionFlags Flags) Line 351    C++
     UnrealEditor-Renderer.dll!AddTemporalSuperResolutionPasses(FRDGBuilder & GraphBuilder, const FViewInfo & View, const ITemporalUpscaler::FPassInputs & PassInputs) Line 1847    C++
     UnrealEditor-Renderer.dll!FDefaultTemporalUpscaler::AddPasses(FRDGBuilder & GraphBuilder, const FViewInfo & View, const ITemporalUpscaler::FPassInputs & PassInputs) Line 957    C++
     UnrealEditor-Renderer.dll!AddPostProcessingPasses(FRDGBuilder & GraphBuilder, const FViewInfo & View, int ViewIndex, bool bAnyLumenActive, EReflectionsMethod ReflectionsMethod, const FPostProcessingInputs & Inputs, const Nanite::FRasterResults * NaniteRasterResults, FInstanceCullingManager & InstanceCullingManager, FVirtualShadowMapArray * VirtualShadowMapArray, FLumenSceneFrameTemporaries & LumenFrameTemporaries, const FSceneWithoutWaterTextures & SceneWithoutWaterTextures, FScreenPassTexture TSRMoireInput) Line 645    C++
     UnrealEditor-Renderer.dll!FDeferredShadingSceneRenderer::Render(FRDGBuilder & GraphBuilder) Line 3889    C++
     UnrealEditor-Renderer.dll!RenderViewFamilies_RenderThread(FRHICommandListImmediate & RHICmdList, const TArray<FSceneRenderer *,TSizedDefaultAllocator<32>> & SceneRenderers) Line 4390    C++
     UnrealEditor-Renderer.dll!FRendererModule::BeginRenderingViewFamilies::__l87::<lambda>(FRHICommandListImmediate & RHICmdList) Line 4668    C++
     [Inline Frame] UnrealEditor-Renderer.dll!EnqueueUniqueRenderCommand(FRendererModule::BeginRenderingViewFamilies::__l87::void <lambda>(FRHICommandListImmediate &) &&) Line 267    C++
     UnrealEditor-Renderer.dll!FRendererModule::BeginRenderingViewFamilies(FCanvas * Canvas, TArrayView<FSceneViewFamily *,int> ViewFamilies) Line 4650    C++
     UnrealEditor-Renderer.dll!FRendererModule::BeginRenderingViewFamily(FCanvas * Canvas, FSceneViewFamily * ViewFamily) Line 4507    C++
     UnrealEditor-Engine.dll!UGameViewportClient::Draw(FViewport * InViewport, FCanvas * SceneCanvas) Line 1708    C++
     UnrealEditor-Engine.dll!FViewport::Draw(bool bShouldPresent) Line 1650    C++
     UnrealEditor-UnrealEd.dll!UEditorEngine::Tick(float DeltaSeconds, bool bIdleMode) Line 2145    C++
     UnrealEditor-UnrealEd.dll!UUnrealEdEngine::Tick(float DeltaSeconds, bool bIdleMode) Line 517    C++
     UnrealEditor.exe!FEngineLoop::Tick() Line 5369    C++
     [Inline Frame] UnrealEditor.exe!EngineTick() Line 66    C++
     UnrealEditor.exe!GuardedMain(const wchar_t * CmdLine) Line 202    C++
     UnrealEditor.exe!LaunchWindowsStartup(HINSTANCE__ * hInInstance, HINSTANCE__ * hPrevInstance, char * __formal, int nCmdShow, const wchar_t * CmdLine) Line 233    C++
     UnrealEditor.exe!WinMain(HINSTANCE__ * hInInstance, HINSTANCE__ * hPrevInstance, char * pCmdLine, int nCmdShow) Line 282    C++
     [External Code]    

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Duplicate
ComponentUE - Graphics Features
Affects Versions5.1.1
CreatedMar 1, 2023
ResolvedMar 2, 2023
UpdatedMay 18, 2023
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