When using a deferred decal material (while Dbuffer Decals are enabled) on an asset and then going fullscreen in the viewport will cause the engine to crash.
Note engine doesn't crash when material is used on decal actor in fullscreen.
RESULT
Crash
EXPECTED
Viewport goes to fullscreen without crashing
REGRESSION
Yes
[Link Removed]
UE4Editor_Renderer!FDecalDrawingPolicyFactory::DrawMesh() postprocessmeshdecals.cpp:478
UE4Editor_Renderer!RenderPrimitive() postprocessmeshdecals.cpp:537
UE4Editor_Renderer!RenderMeshDecals() postprocessmeshdecals.cpp:598
UE4Editor_Renderer!FRCPassPostProcessDeferredDecals::Process() postprocessdeferreddecals.cpp:716
UE4Editor_Renderer!FRenderingCompositionGraph::RecursivelyProcess() renderingcompositiongraph.cpp:656
UE4Editor_Renderer!FRenderingCompositePassContext::Process() renderingcompositiongraph.cpp:211
UE4Editor_Renderer!FCompositionLighting::ProcessBeforeBasePass() compositionlighting.cpp:299
UE4Editor_Renderer!FDeferredShadingSceneRenderer::Render() deferredshadingrenderer.cpp:829
UE4Editor_Renderer!RenderViewFamily_RenderThread() scenerendering.cpp:1633
UE4Editor_Renderer!TGraphTask<`FRendererModule::BeginRenderingViewFamily'::`21'::EURCMacro_FDrawSceneCommand>::ExecuteTask() taskgraphinterfaces.h:868
UE4Editor_Core!FNamedTaskThread::ProcessTasksNamedThread() taskgraph.cpp:932
UE4Editor_Core!FNamedTaskThread::ProcessTasksUntilQuit() taskgraph.cpp:679
UE4Editor_RenderCore!RenderingThreadMain() renderingthread.cpp:320
UE4Editor_RenderCore!FRenderingThread::Run() renderingthread.cpp:454
UE4Editor_Core!FRunnableThreadWin::Run() windowsrunnablethread.cpp:74
Head over to the existing Questions & Answers thread and let us know what's up.
0 |
Component | UE - Graphics Features |
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Affects Versions | 4.14 |
Target Fix | 4.14.1 |
Created | Nov 16, 2016 |
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Resolved | Nov 17, 2016 |
Updated | Apr 27, 2018 |