When forward rendering is enabled along with Mesh Distance Fields if you go to visualize Distance Field AO in the main viewport the editor will crash.
This only affects the Forward Render and works correctly in the Deferred Renderer.
Tested in:
Broken: 4.14.2 Binary CL-3241561
Broken: 4.16 Automated Build CL-3240756
1. Enable forward shading for the project
2. Enable Mesh Distance Fields for the project
3. Restart and reload the project
4. Go to Show > Visualize > Distance Field Ambient Occlusion
Results: The editor will crash
Assertion failed: IsValidRef(GBufferResourcesUniformBuffer) [Link Removed] [Line: 412]
GBuffer required but not available. Failure often caused by incorrect custom code use in a post processing material.
MachineId:7D8A1A304BE9658328C158A3D14CC774 EpicAccountId:7c6293d6bf1940c0bc89e1494c5ba9d7 Assertion failed: IsValidRef(GBufferResourcesUniformBuffer) [File:d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\renderer\private\PostProcess/SceneRenderTargets.h] [Line: 412] GBuffer required but not available. Failure often caused by incorrect custom code use in a post processing material. UE4Editor_Core!FDebug::AssertFailed() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\core\private\misc\assertionmacros.cpp:332] UE4Editor_Renderer!FSceneRenderTargets::GetGBufferResourcesUniformBuffer() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\renderer\private\postprocess\scenerendertargets.h:414] UE4Editor_Renderer!FDeferredPixelShaderParameters::Set<FRHIPixelShader * __ptr64,FRHICommandList>() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\renderer\private\postprocess\scenerendertargets.cpp:2493] UE4Editor_Renderer!ComputeDistanceFieldNormal() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\renderer\private\distancefieldsurfacecachelighting.cpp:1053] UE4Editor_Renderer!FDeferredShadingSceneRenderer::RenderDistanceFieldLighting() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\renderer\private\distancefieldsurfacecachelighting.cpp:3121] UE4Editor_Renderer!FDeferredShadingSceneRenderer::Render() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\renderer\private\deferredshadingrenderer.cpp:1213] UE4Editor_Renderer!RenderViewFamily_RenderThread() [d:\build\++ue4+release-4.14+compile\sync\engine\source\runtime\renderer\private\scenerendering.cpp:1649] UE4Editor_Renderer!TGraphTask<`FRendererModule::BeginRenderingViewFamily'::`21'::EURCMacro_FDrawSceneCommand>::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]
Head over to the existing Questions & Answers thread and let us know what's up.
9 |
Component | UE - Graphics Features |
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Affects Versions | 4.14, 4.15, 4.16, 4.19 |
Created | Jan 9, 2017 |
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Resolved | Aug 18, 2021 |
Updated | Aug 18, 2021 |