If forward shading is enabled and shadows are disabled, adding an actor with a SceneCaptureComponent2D and static mesh to the viewport will cause the editor to crash.
Regression:
Yes - this crash only occurs if forward shading is enabled which was not available in 4.13
Working CL: 3173393 (4.13.2)
Broken CL: 3195953 (4.14.0)
Crash Reporter:
[Link Removed]
Result:
Editor crashes as soon as MyActor instance is added to the level
Expected:
Editor continues to run after blueprint is added to the level
MachineId:7156C35640F86204E61B8383F45DEE17 EpicAccountId:e8c7fa630b6440f69a25a2c64d6c482c Assertion failed: 0 [File:D:\Build\++UE4+Release-4.14+Compile\Sync\Engine\Source\Runtime\Renderer\Private\ShadowRendering.cpp] [Line: 868] UE4Editor_Core!FDebug::AssertFailed() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\core\private\misc\assertionmacros.cpp:332] UE4Editor_Renderer!FProjectedShadowInfo::RenderProjection() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\renderer\private\shadowrendering.cpp:868] UE4Editor_Renderer!FSceneRenderer::RenderShadowProjections() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\renderer\private\shadowrendering.cpp:1327] UE4Editor_Renderer!FDeferredShadingSceneRenderer::RenderForwardShadingShadowProjections() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\renderer\private\lightgridinjection.cpp:617] UE4Editor_Renderer!FDeferredShadingSceneRenderer::Render() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\renderer\private\deferredshadingrenderer.cpp:808] UE4Editor_Renderer!UpdateSceneCaptureContentDeferred_RenderThread() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\renderer\private\scenecapturerendering.cpp:223] UE4Editor_Renderer!UpdateSceneCaptureContent_RenderThread() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\renderer\private\scenecapturerendering.cpp:264] UE4Editor_Renderer!`FScene::UpdateSceneCaptureContents'::`12'::EURCMacro_CaptureCommand::DoTask() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\renderer\private\scenecapturerendering.cpp:526] UE4Editor_Renderer!TGraphTask<`FScene::UpdateSceneCaptureContents'::`12'::EURCMacro_CaptureCommand>::ExecuteTask() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\core\public\async\taskgraphinterfaces.h:868] UE4Editor_Core!FNamedTaskThread::ProcessTasksNamedThread() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\core\private\async\taskgraph.cpp:932] UE4Editor_Core!FNamedTaskThread::ProcessTasksUntilQuit() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\core\private\async\taskgraph.cpp:679] UE4Editor_RenderCore!RenderingThreadMain() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\rendercore\private\renderingthread.cpp:320] UE4Editor_RenderCore!FRenderingThread::Run() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\rendercore\private\renderingthread.cpp:454] UE4Editor_Core!FRunnableThreadWin::Run() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\core\private\windows\windowsrunnablethread.cpp:74]
How does TextureRenderTarget2D get TArray<uint8> type data?
Why does the REMOVE method of map container remove elements have memory leaks?
UMG RichText not appear image when packaged
What is the difference between Camera and CineCamera?
Why does the volume fog disappear from a distant view?
How to convert the datasmith scene file to BluePrint. Create animations in BluePrint.
How to achieve HLSL Multiple Render Target in Material blueprints?
Head over to the existing Questions & Answers thread and let us know what's up.
3 |
Component | UE - Graphics Features |
---|---|
Affects Versions | 4.14 |
Target Fix | 4.14.1, 4.15 |
Fix Commit | 3215868 |
---|
Created | Nov 26, 2016 |
---|---|
Resolved | Nov 30, 2016 |
Updated | Apr 27, 2018 |