An assert fails when opening the TM-ShaderModels map in QAGame with the -onethread argument. The crash does not occur on any other maps tested. Two other ensure occur before the assert, those issues are being tracked with [Link Removed]
Result:
Observe a crash as the map loads in
Assertion failed: Buffer [File:D:\Main\Main_Stream\Engine\Source\Runtime\Windows\D3D11RHI\Private\D3D11Commands.cpp] [Line: 1471] UE4Editor_Core!FDebug::AssertFailed() [d:\main\main_stream\engine\source\runtime\core\private\misc\assertionmacros.cpp:349] UE4Editor_D3D11RHI!FD3D11DynamicRHI::SetResourcesFromTables<FD3D11PixelShader>() [d:\main\main_stream\engine\source\runtime\windows\d3d11rhi\private\d3d11commands.cpp:1472] UE4Editor_D3D11RHI!FD3D11DynamicRHI::CommitGraphicsResourceTables() [d:\main\main_stream\engine\source\runtime\windows\d3d11rhi\private\d3d11commands.cpp:1527] UE4Editor_D3D11RHI!FD3D11DynamicRHI::RHIDrawPrimitive() [d:\main\main_stream\engine\source\runtime\windows\d3d11rhi\private\d3d11commands.cpp:1553] UE4Editor_Engine!RasterizeToVolumeTexture() [d:\main\main_stream\engine\source\runtime\engine\private\volumerendering.cpp:54] UE4Editor_Renderer!InjectTranslucentLightArray() [d:\main\main_stream\engine\source\runtime\renderer\private\translucentlighting.cpp:1671] UE4Editor_Renderer!FDeferredShadingSceneRenderer::InjectTranslucentVolumeLighting() [d:\main\main_stream\engine\source\runtime\renderer\private\translucentlighting.cpp:1694] UE4Editor_Renderer!FDeferredShadingSceneRenderer::RenderShadowProjections() [d:\main\main_stream\engine\source\runtime\renderer\private\shadowrendering.cpp:1374] UE4Editor_Renderer!FDeferredShadingSceneRenderer::RenderLights() [d:\main\main_stream\engine\source\runtime\renderer\private\lightrendering.cpp:616] UE4Editor_Renderer!FDeferredShadingSceneRenderer::Render() [d:\main\main_stream\engine\source\runtime\renderer\private\deferredshadingrenderer.cpp:1068] UE4Editor_Renderer!RenderViewFamily_RenderThread() [d:\main\main_stream\engine\source\runtime\renderer\private\scenerendering.cpp:1728] UE4Editor_Renderer!FRendererModule::BeginRenderingViewFamily() [d:\main\main_stream\engine\source\runtime\renderer\private\scenerendering.cpp:1896] UE4Editor_Engine!UGameViewportClient::Draw() [d:\main\main_stream\engine\source\runtime\engine\private\gameviewportclient.cpp:1172] UE4Editor_Engine!FViewport::Draw() [d:\main\main_stream\engine\source\runtime\engine\private\unrealclient.cpp:1185] UE4Editor_Engine!UGameEngine::RedrawViewports() [d:\main\main_stream\engine\source\runtime\engine\private\gameengine.cpp:486] UE4Editor_Engine!UGameEngine::Tick() [d:\main\main_stream\engine\source\runtime\engine\private\gameengine.cpp:1230] UE4Editor!FEngineLoop::Tick() [d:\main\main_stream\engine\source\runtime\launch\private\launchengineloop.cpp:3019] UE4Editor!GuardedMain() [d:\main\main_stream\engine\source\runtime\launch\private\launch.cpp:166] UE4Editor!GuardedMainWrapper() [d:\main\main_stream\engine\source\runtime\launch\private\windows\launchwindows.cpp:130] UE4Editor!WinMain() [d:\main\main_stream\engine\source\runtime\launch\private\windows\launchwindows.cpp:206] UE4Editor!__scrt_common_main_seh() [f:\dd\vctools\crt\vcstartup\src\startup\exe_common.inl:253] kernel32 ntdll
i have this problem UE4CC-Windows-58DC12AF4B97F057BD108FBFF569B2E9_0000
I am not able to find world outliner how to enable it?
Undefined sysmbol: typeinfo for AActor when cross-compile linux dedicated server on windows
Delay nodes occasionally don't fire the "Completed" output in a nativized build
How does UMG set overlapping layouts?
How to achieve HLSL Multiple Render Target in Material blueprints?
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-40938 in the post.
0 |
Component | UE - Graphics Features |
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Affects Versions | 4.15, 4.16 |
Target Fix | 4.17 |
Fix Commit | 3474934 |
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Main Commit | 3617655 |
Created | Jan 20, 2017 |
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Resolved | Jun 6, 2017 |
Updated | Apr 27, 2018 |