An ensure occurs when Constraints are toggled on in the show options.
Note
After the ensure, you can toggle Constraints off and on freely
This is a Regression from 4.14.3
Result: An Ensure occurs
*Expected: The constraints in the level appear; no ensure
LogOutputDevice:Error: === Handled ensure: === LogOutputDevice:Error: Ensure condition failed: false [File:D:\Build\++UE4+Release-4.15+Compile\Sync\Engine\Source\Runtime\Engine\Private\PrimitiveSceneProxy.cpp] [Line: 598] LogOutputDevice:Error: PrimitiveComponent tried to render with Material MaterialInstanceDynamic_10, which was not present in the component's GetUsedMaterials results LogOutputDevice:Error: Owner: SK_Mop_4, Resource: SK_Mop LogOutputDevice:Error: Stack: LogOutputDevice:Error: UE4Editor-Core.dll!FWindowsPlatformStackWalk::StackWalkAndDump() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\core\private\windows\windowsplatformstackwalk.cpp:200] LogOutputDevice:Error: UE4Editor-Core.dll!FDebug::EnsureFailed() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\core\private\misc\assertionmacros.cpp:233] LogOutputDevice:Error: UE4Editor-Core.dll!FDebug::OptionallyLogFormattedEnsureMessageReturningFalse() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\core\private\misc\assertionmacros.cpp:360] LogOutputDevice:Error: UE4Editor-Engine.dll!FPrimitiveSceneProxy::VerifyUsedMaterial() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\engine\private\primitivesceneproxy.cpp:598] LogOutputDevice:Error: UE4Editor-Engine.dll!FMeshElementCollector::AddMesh() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\engine\private\scenemanagement.cpp:233] LogOutputDevice:Error: UE4Editor-Engine.dll!FDynamicMeshBuilder::GetMesh() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\engine\private\dynamicmeshbuilder.cpp:557] LogOutputDevice:Error: UE4Editor-Engine.dll!FDynamicMeshBuilder::GetMesh() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\engine\private\dynamicmeshbuilder.cpp:483] LogOutputDevice:Error: UE4Editor-Engine.dll!GetConeMesh() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\engine\private\primitivedrawingutils.cpp:669] LogOutputDevice:Error: UE4Editor-Engine.dll!FConstraintInstance::DrawConstraintImp() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\engine\private\physicsengine\physdrawing.cpp:965] LogOutputDevice:Error: UE4Editor-Engine.dll!UPhysicsAsset::DrawConstraints() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\engine\private\physicsengine\physdrawing.cpp:779] LogOutputDevice:Error: UE4Editor-Engine.dll!FSkeletalMeshSceneProxy::DebugDrawPhysicsAsset() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\engine\private\skeletalmesh.cpp:5242] LogOutputDevice:Error: UE4Editor-Engine.dll!FSkeletalMeshSceneProxy::GetMeshElementsConditionallySelectable() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\engine\private\skeletalmesh.cpp:4936] LogOutputDevice:Error: UE4Editor-Engine.dll!FSkeletalMeshSceneProxy::GetDynamicMeshElements() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\engine\private\skeletalmesh.cpp:4865] LogOutputDevice:Error: UE4Editor-Renderer.dll!FSceneRenderer::GatherDynamicMeshElements() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\renderer\private\scenevisibility.cpp:1958] LogOutputDevice:Error: UE4Editor-Renderer.dll!FSceneRenderer::ComputeViewVisibility() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\renderer\private\scenevisibility.cpp:2617] LogOutputDevice:Error: UE4Editor-Renderer.dll!FDeferredShadingSceneRenderer::InitViews() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\renderer\private\scenevisibility.cpp:2860] LogOutputDevice:Error: UE4Editor-Renderer.dll!FDeferredShadingSceneRenderer::Render() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\renderer\private\deferredshadingrenderer.cpp:589] LogOutputDevice:Error: UE4Editor-Renderer.dll!RenderViewFamily_RenderThread() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\renderer\private\scenerendering.cpp:1728] LogOutputDevice:Error: UE4Editor-Renderer.dll!TGraphTask<`FRendererModule::BeginRenderingViewFamily'::`21'::EURCMacro_FDrawSceneCommand>::ExecuteTask() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\core\public\async\taskgraphinterfaces.h:883] LogOutputDevice:Error: UE4Editor-Core.dll!FNamedTaskThread::ProcessTasksNamedThread() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\core\private\async\taskgraph.cpp:954] LogOutputDevice:Error: UE4Editor-Core.dll!FNamedTaskThread::ProcessTasksUntilQuit() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\core\private\async\taskgraph.cpp:701] LogOutputDevice:Error: UE4Editor-RenderCore.dll!RenderingThreadMain() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\rendercore\private\renderingthread.cpp:325] LogOutputDevice:Error: UE4Editor-RenderCore.dll!FRenderingThread::Run() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\rendercore\private\renderingthread.cpp:459] LogOutputDevice:Error: UE4Editor-Core.dll!FRunnableThreadWin::Run() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\core\private\windows\windowsrunnablethread.cpp:76] LogOutputDevice:Error: UE4Editor-Core.dll!FRunnableThreadWin::GuardedRun() [d:\build\++ue4+release-4.15+compile\sync\engine\source\runtime\core\private\windows\windowsrunnablethread.cpp:33] LogOutputDevice:Error: KERNEL32.DLL!0x000000007A988364 LogOutputDevice:Error: ntdll.dll!0x000000007AEC70D1
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-40482 in the post.
0 |
Component | UE - Graphics Features |
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Affects Versions | 4.15 |
Target Fix | 4.15 |
Created | Jan 11, 2017 |
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Resolved | Jan 27, 2017 |
Updated | Apr 27, 2018 |
3152 - projectgheist |