This seems to be a threading issue, as forcing the editor to run single threaded with -onethread makes the assert not reproduce.
UDN [Link Removed]
UE4Editor-Renderer.dll!FMaterialShader::GetShaderBindings()
UE4Editor-Renderer.dll!FMeshMaterialShader::GetShaderBindings()
[Inline Frame] UE4Editor-Renderer.dll!TBasePassVertexShaderPolicyParamType<FUniformLightMapPolicy>::GetShaderBindings()
UE4Editor-Renderer.dll!FMeshPassProcessor::BuildMeshDrawCommands()
UE4Editor-Renderer.dll!FBasePassMeshProcessor::Process()
UE4Editor-Renderer.dll!FBasePassMeshProcessor::TryAddMeshBatch()
UE4Editor-Renderer.dll!FBasePassMeshProcessor::AddMeshBatch()
UE4Editor-Renderer.dll!FPrimitiveSceneInfo::CacheMeshDrawCommands::__l2::<lambda>(int Index)
[Inline Frame] UE4Editor-Renderer.dll!Invoke()
[Inline Frame] UE4Editor-Renderer.dll!UE4Function_Private::TFunctionRefCaller<void <lambda>(int),void __cdecl(int)>::Call(void *)
[Inline Frame] UE4Editor-Renderer.dll!UE4Function_Private::TFunctionRefBase<UE4Function_Private::FFunctionRefStoragePolicy,void __cdecl(int)>::operator()(int <Params_0>)
UE4Editor-Renderer.dll!ParallelForImpl::TParallelForData<void <lambda>(int)>::Process()
[Inline Frame] UE4Editor-Renderer.dll!ParallelForImpl::TParallelForTask<void <lambda>(int)>::DoTask()
UE4Editor-Renderer.dll!TGraphTask<ParallelForImpl::TParallelForTask<void <lambda>(int)>>::ExecuteTask()
[Inline Frame] UE4Editor-Core.dll!FBaseGraphTask::Execute()
UE4Editor-Core.dll!FTaskThreadAnyThread::ProcessTasks()
UE4Editor-Core.dll!FTaskThreadAnyThread::ProcessTasksUntilQuit()
[Inline Frame] UE4Editor-Core.dll!FTaskThreadBase::Run()
UE4Editor-Core.dll!FTaskThreadAnyThread::Run()
UE4Editor-Core.dll!FRunnableThreadWin::Run()
UE4Editor-Core.dll!FRunnableThreadWin::GuardedRun()
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-189449 in the post.
0 |
Component | UE - Rendering Architecture - Materials |
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Affects Versions | 4.27.2 |
Created | Jun 23, 2023 |
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Resolved | Jun 26, 2023 |
Updated | Jun 26, 2023 |