Appears to work with any project but tested with First Person Template
Launch PIE and enter r.TSR.History.SeparateTranslucency 1
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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There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-178829 in the post.
1 |
Component | UE - Graphics Features |
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Affects Versions | 5.1.1 |
Created | Mar 1, 2023 |
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Resolved | Mar 2, 2023 |
Updated | May 18, 2023 |