Description

The editor crashes when entering Kanji characters into TextRenderActor with raytrace enabled. This does not happen with English text. 

 

Steps to Reproduce

1. Enable Raytracing in Project Settings
2. Create offline font for Japanese characters
3. Place TextRenderActor on the level
4. Replace the font with the asset created in Step2
5. Type (or copy/paste) “一二三四五” in Text into TextRenderActor

Result:

Crash editor

Expected:

No crash editor

Callstack
LoginId:a28409704427cc781fafa5b458893007
EpicAccountId:fb567da00f03436dabdb32db92746435Assertion failed: RayTracingInstance.Geometry->Initializer.Segments.Num() == CachedRayTracingMaterials.Num() [File:C:\EPIC\Github\UnrealEngine\Engine\Source\Runtime\Engine\Private\Components\TextRenderComponent.cpp] [Line: 962] 
Segments/Materials mismatch. Number of segments: 1. Number of Materials: 2.

KERNELBASE
UnrealEditor_Core!ReportAssert() [C:\EPIC\Github\UnrealEngine\Engine\Source\Runtime\Core\Private\Windows\WindowsPlatformCrashContext.cpp:1826]
UnrealEditor_Core!FWindowsErrorOutputDevice::Serialize() [C:\EPIC\Github\UnrealEngine\Engine\Source\Runtime\Core\Private\Windows\WindowsErrorOutputDevice.cpp:84]
UnrealEditor_Core!FOutputDevice::LogfImpl() [C:\EPIC\Github\UnrealEngine\Engine\Source\Runtime\Core\Private\Misc\OutputDevice.cpp:70]
UnrealEditor_Core!AssertFailedImplV() [C:\EPIC\Github\UnrealEngine\Engine\Source\Runtime\Core\Private\Misc\AssertionMacros.cpp:148]
UnrealEditor_Core!FDebug::CheckVerifyFailedImpl2() [C:\EPIC\Github\UnrealEngine\Engine\Source\Runtime\Core\Private\Misc\AssertionMacros.cpp:649]
UnrealEditor_Engine!FTextRenderSceneProxy::GetDynamicRayTracingInstances() [C:\EPIC\Github\UnrealEngine\Engine\Source\Runtime\Engine\Private\Components\TextRenderComponent.cpp:960]
UnrealEditor_Renderer!RayTracing::GatherWorldInstancesForView() [C:\EPIC\Github\UnrealEngine\Engine\Source\Runtime\Renderer\Private\RayTracing\RayTracing.cpp:826]
UnrealEditor_Renderer!FDeferredShadingSceneRenderer::Render() [C:\EPIC\Github\UnrealEngine\Engine\Source\Runtime\Renderer\Private\DeferredShadingRenderer.cpp:1898]
UnrealEditor_Renderer!RenderViewFamilies_RenderThread() [C:\EPIC\Github\UnrealEngine\Engine\Source\Runtime\Renderer\Private\SceneRendering.cpp:4833]
UnrealEditor_Renderer!`FRendererModule::BeginRenderingViewFamilies'::`89'::<lambda_3>::operator()() [C:\EPIC\Github\UnrealEngine\Engine\Source\Runtime\Renderer\Private\SceneRendering.cpp:5122]
UnrealEditor_RenderCore!`FRenderThreadCommandPipe::EnqueueAndLaunch'::`5'::<lambda_1>::operator()() [C:\EPIC\Github\UnrealEngine\Engine\Source\Runtime\RenderCore\Private\RenderingThread.cpp:1751]
UnrealEditor_RenderCore!TGraphTask<TFunctionGraphTaskImpl<void __cdecl(void),1> >::ExecuteTask() [C:\EPIC\Github\UnrealEngine\Engine\Source\Runtime\Core\Public\Async\TaskGraphInterfaces.h:1235]
UnrealEditor_Core!FNamedTaskThread::ProcessTasksNamedThread() [C:\EPIC\Github\UnrealEngine\Engine\Source\Runtime\Core\Private\Async\TaskGraph.cpp:760]
UnrealEditor_Core!FNamedTaskThread::ProcessTasksUntilQuit() [C:\EPIC\Github\UnrealEngine\Engine\Source\Runtime\Core\Private\Async\TaskGraph.cpp:651]
UnrealEditor_RenderCore!RenderingThreadMain() [C:\EPIC\Github\UnrealEngine\Engine\Source\Runtime\RenderCore\Private\RenderingThread.cpp:413]
UnrealEditor_RenderCore!FRenderingThread::Run() [C:\EPIC\Github\UnrealEngine\Engine\Source\Runtime\RenderCore\Private\RenderingThread.cpp:539]
UnrealEditor_Core!FRunnableThreadWin::Run() [C:\EPIC\Github\UnrealEngine\Engine\Source\Runtime\Core\Private\Windows\WindowsRunnableThread.cpp:149] 

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Fixed
ComponentUE - Graphics Features - Ray Tracing
Affects Versions5.4
Target Fix5.4.2
Fix Commit33459026
CreatedApr 25, 2024
ResolvedMay 6, 2024
UpdatedMay 17, 2024