FVolumetricRenderTargetViewStateData structure for the orthographic view is not initialized and the structure has some uninitialized member variables.
If uninitialized FVolumetricRenderTargetViewStateData::Mode variable is 1 or 3, the renderer runs a code path to access uninitialized data and causes assertion failed
FVolumetricRenderTargetViewStateData::FVolumetricRenderTargetViewStateData() : CurrentRT(1) , bFirstTimeUsed(true) , bHistoryValid(false) , PreViewExposure(1.0f) , FullResolution(FIntPoint::ZeroValue) , VolumetricReconstructRTResolution(FIntPoint::ZeroValue) , VolumetricTracingRTResolution(FIntPoint::ZeroValue) , Mode(1) // add this line { VolumetricReconstructRTDownsampleFactor = 0; VolumetricTracingRTDownsampleFactor = 0; }
Editor rarely crashes with the assertion log :
Assertion failed: FullResolution != FIntPoint::ZeroValue [File:D:\dev\ue505\Engine\Source\Runtime\Renderer\Private\VolumetricRenderTarget.cpp] [Line: 299] 
UnrealEditor-Renderer.dll!FVolumetricRenderTargetViewStateData::GetOrCreateVolumetricTracingRT(FRDGBuilder & GraphBuilder) Line 299	C++
UnrealEditor-Renderer.dll!CreateTranslucentBasePassUniformBuffer(FRDGBuilder & GraphBuilder, const FScene * Scene, const FViewInfo & View, const int ViewIndex, const FTranslucencyLightingVolumeTextures & TranslucencyLightingVolumeTextures, FRDGTexture * SceneColorCopyTexture, const ESceneTextureSetupMode SceneTextureSetupMode, bool bLumenGIEnabled, const FOITData & OITData, ETranslucencyPass::Type TranslucencyPass) Line 1076	C++
UnrealEditor-Renderer.dll!FDeferredShadingSceneRenderer::RenderTranslucencyInner(FRDGBuilder & GraphBuilder, const FMinimalSceneTextures & SceneTextures, const FTranslucencyLightingVolumeTextures & TranslucentLightingVolumeTextures, FTranslucencyPassResourcesMap * OutTranslucencyResourceMap, FRDGTextureMSAA SharedDepthTexture, ETranslucencyView ViewsToRender, FRDGTexture * SceneColorCopyTexture, ETranslucencyPass::Type TranslucencyPass, FInstanceCullingManager & InstanceCullingManager, bool bStandardTranslucentCanRenderSeparate) Line 1744	C++
UnrealEditor-Renderer.dll!FDeferredShadingSceneRenderer::RenderTranslucency(FRDGBuilder & GraphBuilder, const FSceneTextures & SceneTextures, const FTranslucencyLightingVolumeTextures & TranslucentLightingVolumeTextures, FTranslucencyPassResourcesMap * OutTranslucencyResourceMap, ETranslucencyView ViewsToRender, FInstanceCullingManager & InstanceCullingManager, bool bStandardTranslucentCanRenderSeparate, FRDGTextureMSAA & OutSharedDepthTexture) Line 1845	C++
UnrealEditor-Renderer.dll!FDeferredShadingSceneRenderer::Render(FRDGBuilder & GraphBuilder) Line 3173	C++
UnrealEditor-Renderer.dll!RenderViewFamilies_RenderThread(FRHICommandListImmediate & RHICmdList, const TArray<FSceneRenderer *,TSizedDefaultAllocator<32>> & SceneRenderers) Line 5431	C++
UnrealEditor-Renderer.dll!FRendererModule::BeginRenderingViewFamilies::__l96::<lambda_3>::operator()(FRHICommandListImmediate & RHICmdList) Line 5734	C++
[Inline Frame] UnrealEditor-RenderCore.dll!UE::Core::Private::Function::TFunctionRefBase<UE::Core::Private::Function::TFunctionStorage<1>,void __cdecl(FRHICommandListImmediate &)>::operator()(FRHICommandListImmediate &) Line 470	C++
UnrealEditor-RenderCore.dll!FRenderThreadCommandPipe::EnqueueAndLaunch::__l5::<lambda_1>::operator()() Line 1541	C++
[Inline Frame] UnrealEditor-RenderCore.dll!UE::Core::Private::Function::TFunctionRefBase<UE::Core::Private::Function::TFunctionStorage<1>,void __cdecl(void)>::operator()() Line 470	C++
[Inline Frame] UnrealEditor-RenderCore.dll!TFunctionGraphTaskImpl<void __cdecl(void),1>::DoTaskImpl(TUniqueFunction<void __cdecl(void)> & Function, ENamedThreads::Type) Line 1710	C++
[Inline Frame] UnrealEditor-RenderCore.dll!TFunctionGraphTaskImpl<void __cdecl(void),1>::DoTask(ENamedThreads::Type) Line 1703	C++
UnrealEditor-RenderCore.dll!TGraphTask<TFunctionGraphTaskImpl<void __cdecl(void),1>>::ExecuteTask() Line 634	C++
UnrealEditor-Core.dll!UE::Tasks::Private::FTaskBase::TryExecuteTask() Line 504	C++
[Inline Frame] UnrealEditor-Core.dll!FBaseGraphTask::Execute(TArray<FBaseGraphTask *,TSizedDefaultAllocator<32>> &) Line 482	C++
UnrealEditor-Core.dll!FNamedTaskThread::ProcessTasksNamedThread(int QueueIndex, bool bAllowStall) Line 779	C++
UnrealEditor-Core.dll!FNamedTaskThread::ProcessTasksUntilQuit(int QueueIndex) Line 668	C++
UnrealEditor-RenderCore.dll!RenderingThreadMain(FEvent * TaskGraphBoundSyncEvent) Line 317	C++
UnrealEditor-RenderCore.dll!FRenderingThread::Run() Line 470	C++
UnrealEditor-Core.dll!FRunnableThreadWin::Run() Line 159	C++
UnrealEditor-Core.dll!FRunnableThreadWin::GuardedRun() Line 71	C++
[External Code]	
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-248265 in the post.
| 2 | 
| Component | UE - Graphics Features | 
|---|---|
| Affects Versions | 5.5 | 
| Target Fix | 5.6 | 
| Fix Commit | 39625106 | 
|---|
| Created | Feb 17, 2025 | 
|---|---|
| Resolved | Feb 20, 2025 | 
| Updated | Mar 3, 2025 |