Description

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

Steps to Reproduce

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.

Callstack
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]

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Won't Fix
ComponentUE - Graphics Features
Affects Versions4.144.154.164.19
CreatedJan 9, 2017
ResolvedAug 18, 2021
UpdatedAug 18, 2021
View Jira Issue