This Jira was created from CrashReports submitted by the public due to the high number of occurrences.
Source Context:
165 return *VertexFactoryTypeIt; 166 } 167 } 168 return NULL; 169 } 170 171 void FVertexFactory::Set(FRHICommandList& RHICmdList) const 172 { 173 check(IsInitialized()); 174 for(int32 StreamIndex = 0;StreamIndex < Streams.Num();StreamIndex++) 175 { 176 const FVertexStream& Stream = Streams[StreamIndex]; 177 if (!Stream.bSetByVertexFactoryInSetMesh) 178 { 179 ***** checkf(Stream.VertexBuffer->IsInitialized(), TEXT("Vertex buffer was not initialized! Stream %u, Stride %u, Name %s"), StreamIndex, Stream.Stride, *Stream.VertexBuffer->GetFriendlyName()); 180 RHICmdList.SetStreamSource(StreamIndex, Stream.VertexBuffer->VertexBufferRHI, Stream.Stride, Stream.Offset); 181 } 182 } 183 } 184 185 void FVertexFactory::OffsetInstanceStreams(FRHICommandList& RHICmdList, uint32 FirstVertex) const 186 { 187 for(int32 StreamIndex = 0;StreamIndex < Streams.Num();StreamIndex++) 188 { 189 const FVertexStream& Stream = Streams[StreamIndex]; 190 if (Stream.bUseInstanceIndex) 191 { 192 RHICmdList.SetStreamSource( StreamIndex, Stream.VertexBuffer->VertexBufferRHI, Stream.Stride, Stream.Offset + Stream.Stride * FirstVertex); 193 } 194 }
Most recent user affected CL: 3028348
Logs:
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Repro steps unknown
UE4Editor_ShaderCore!FVertexFactory::Set() [vertexfactory.cpp:180] UE4Editor_Renderer!TBasePassDrawingPolicy<FUniformLightMapPolicy>::SetSharedState() [basepassrendering.h:819] UE4Editor_Renderer!FDrawBasePassDynamicMeshAction::Process<FUniformLightMapPolicy>() [basepassrendering.cpp:433] UE4Editor_Renderer!ProcessBasePassMesh<FDrawBasePassDynamicMeshAction>() [basepassrendering.h:1267] UE4Editor_Renderer!FBasePassOpaqueDrawingPolicyFactory::DrawDynamicMesh() [basepassrendering.cpp:509] UE4Editor_Renderer!FDeferredShadingSceneRenderer::RenderBasePassDynamicData() [deferredshadingrenderer.cpp:419] UE4Editor_Renderer!FDeferredShadingSceneRenderer::RenderBasePass() [deferredshadingrenderer.cpp:2019] UE4Editor_Renderer!FDeferredShadingSceneRenderer::Render() [deferredshadingrenderer.cpp:1137] UE4Editor_Renderer!RenderViewFamily_RenderThread() [scenerendering.cpp:1933] UE4Editor_Renderer!TGraphTask<`FRendererModule::BeginRenderingViewFamily'::`25'::EURCMacro_FDrawSceneCommand>::ExecuteTask() [taskgraphinterfaces.h:999] UE4Editor_Core!FNamedTaskThread::ProcessTasksNamedThread() [taskgraph.cpp:932] UE4Editor_Core!FNamedTaskThread::ProcessTasksUntilQuit() [taskgraph.cpp:679] UE4Editor_RenderCore!RenderingThreadMain() [renderingthread.cpp:319] UE4Editor_RenderCore!FRenderingThread::Run() [renderingthread.cpp:440] UE4Editor_Core!FRunnableThreadWin::Run() [windowsrunnablethread.cpp:74]
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There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-32784 in the post.
0 |
Component | UE - Graphics Features |
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Affects Versions | 4.12, 4.13 |
Target Fix | 4.13 |
Created | Jul 5, 2016 |
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Resolved | Aug 10, 2016 |
Updated | May 2, 2018 |