This Jira was created from CrashReports submitted by the public due to the high number of occurrences. Descriptions from users are provided below.
Error message:
Assertion failed: IsValidRef(GBufferResourcesUniformBuffer) [Link Removed] [Line: 406]
Source Context:
393
394 /** Get the current translucent ambient lighting volume texture. Can vary depending on whether volume filtering is enabled */
395 IPooledRenderTarget* GetTranslucencyVolumeAmbient(ETranslucencyVolumeCascade Cascade) { return TranslucencyLightingVolumeAmbient[SelectTranslucencyVolumeTarget(Cascade)].GetReference(); }
396
397 /** Get the current translucent directional lighting volume texture. Can vary depending on whether volume filtering is enabled */
398 IPooledRenderTarget* GetTranslucencyVolumeDirectional(ETranslucencyVolumeCascade Cascade) { return TranslucencyLightingVolumeDirectional[SelectTranslucencyVolumeTarget(Cascade)].GetReference(); }
399
400 // ---
401 /** Get the uniform buffer containing GBuffer resources. */
402 FUniformBufferRHIParamRef GetGBufferResourcesUniformBuffer() const
403 {
404 // if this triggers you need to make sure the GBuffer is not getting released before (using AdjustGBufferRefCount(1) and AdjustGBufferRefCount(-1))
405 check(IsValidRef(GBufferResourcesUniformBuffer));
406
407 ***** return GBufferResourcesUniformBuffer;
408 }
409 /** */
410 FIntPoint GetBufferSizeXY() const { return BufferSize; }
411 /** */
412 uint32 GetSmallColorDepthDownsampleFactor() const { return SmallColorDepthDownsampleFactor; }
413 /** Returns an index in the range [0, NumCubeShadowDepthSurfaces) given an input resolution. */
414 int32 GetCubeShadowDepthZIndex(int32 ShadowResolution) const;
415 /** Returns the appropriate resolution for a given cube shadow index. */
416 int32 GetCubeShadowDepthZResolution(int32 ShadowIndex) const;
417 /** Returns the size of the shadow depth buffer, taking into account platform limitations and game specific resolution limits. */
418 FIntPoint GetShadowDepthTextureResolution() const;
419 // @return >= 1x1 <= GMaxShadowDepthBufferSizeX x GMaxShadowDepthBufferSizeY
420 FIntPoint GetPreShadowCacheTextureResolution() const;
421 FIntPoint GetTranslucentShadowDepthTextureResolution() const;
422 int32 GetTranslucentShadowDownsampleFactor() const { return 2; }
Most recent user affected CL: 2818068
Logs: [Link Removed]
[Link Removed]
[Link Removed]
CrashReporter User Descriptions:
int TexIndex = 2; return SceneTextureLookup(UV, TexIndex, true);
Result:
When the character enters the post process volume, the editor crashes
UE4Editor_Renderer!FSceneRenderTargets::GetGBufferResourcesUniformBuffer() [scenerendertargets.h:408] UE4Editor_Renderer!FDeferredPixelShaderParameters::Set<FRHIPixelShader * __ptr64>() [scenerendertargets.cpp:2382] UE4Editor_Renderer!FMaterialShader::SetParameters<FRHIPixelShader * __ptr64>() [shaderbaseclasses.cpp:254] UE4Editor_Renderer!TBasePassPixelShaderBaseType<FNoLightMapPolicy>::SetParameters() [basepassrendering.h:392] UE4Editor_Renderer!TBasePassDrawingPolicy<FNoLightMapPolicy>::SetSharedState() [basepassrendering.h:617] UE4Editor_Renderer!FDrawBasePassDynamicMeshAction::Process<FNoLightMapPolicy>() [basepassrendering.cpp:383] UE4Editor_Renderer!ProcessBasePassMesh<FDrawBasePassDynamicMeshAction>() [basepassrendering.h:985] UE4Editor_Renderer!FBasePassOpaqueDrawingPolicyFactory::DrawDynamicMesh() [basepassrendering.cpp:444] UE4Editor_Renderer!FRendererModule::DrawTileMesh() [renderer.cpp:80] UE4Editor_Engine!FTileRenderer::DrawTile() [tilerendering.cpp:178] UE4Editor_Engine!`FCanvasTileRendererItem::Render_GameThread'::`2'::EURCMacro_DrawTileCommand::DoTask() [tilerendering.cpp:326] UE4Editor_Engine!TGraphTask<`FCanvasTileRendererItem::Render_GameThread'::`2'::EURCMacro_DrawTileCommand>::ExecuteTask() [taskgraphinterfaces.h:779] UE4Editor_Core!FTaskThread::ProcessTasks() [taskgraph.cpp:539] UE4Editor_Core!FTaskThread::ProcessTasksUntilQuit() [taskgraph.cpp:340] UE4Editor_RenderCore!RenderingThreadMain() [renderingthread.cpp:310] UE4Editor_RenderCore!FRenderingThread::Run() [renderingthread.cpp:411] UE4Editor_Core!FRunnableThreadWin::Run() [windowsrunnablethread.cpp:74]
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-25623 in the post.
| 0 |
| Component | UE - Graphics Features |
|---|---|
| Affects Versions | 4.10 |
| Target Fix | 4.14 |
| Fix Commit | 3123503 |
|---|---|
| Main Commit | 3154728 |
| Created | Jan 18, 2016 |
|---|---|
| Resolved | Sep 13, 2016 |
| Updated | May 2, 2018 |