Description

After enabling Forward Shading that project can no longer operate while "r.LightPropagationVolume = 1" since it will crash immediately.

Steps to Reproduce
  1. Open any project and enable forward shading in the project settings.
  2. Go into the console variables ini folder located at EpicGames>4.15>Engine>Config>ConsoleVariables.ini
  3. Add the line "r.LightPropagationVolume = 1" and save
  4. Attempt to launch the project

RESULT
Editor Crashes on startup.

EXPECTED
Either the project loads up or a warning message appears notifying that LPV isn't compatible with forward shading.

Callstack
UE4Editor_Renderer!FRCPassPostProcessInput::ComputeOutputDesc() postprocessinput.cpp:26 
UE4Editor_Renderer!FRenderingCompositionGraph::RecursivelyGatherDependencies() renderingcompositiongraph.cpp:306 
UE4Editor_Renderer!FRenderingCompositionGraph::RecursivelyGatherDependencies() renderingcompositiongraph.cpp:278 
UE4Editor_Renderer!FRenderingCompositePassContext::Process() renderingcompositiongraph.cpp:207 
UE4Editor_Renderer!FCompositionLighting::ProcessAfterBasePass() compositionlighting.cpp:384 
UE4Editor_Renderer!FDeferredShadingSceneRenderer::Render() deferredshadingrenderer.cpp:1006 
UE4Editor_Renderer!RenderViewFamily_RenderThread() scenerendering.cpp:1649 
UE4Editor_Renderer!TGraphTask<`FRendererModule::BeginRenderingViewFamily'::`21'::EURCMacro_FDrawSceneCommand>::ExecuteTask() taskgraphinterfaces.h:868 
UE4Editor_Core!FNamedTaskThread::ProcessTasksNamedThread() taskgraph.cpp:932 
UE4Editor_Core!FNamedTaskThread::ProcessTasksUntilQuit() taskgraph.cpp:679 
UE4Editor_RenderCore!RenderingThreadMain() renderingthread.cpp:320 
UE4Editor_RenderCore!FRenderingThread::Run() renderingthread.cpp:454 
UE4Editor_Core!FRunnableThreadWin::Run() windowsrunnablethread.cpp:74 

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Fixed
ComponentUE - Graphics Features
Affects Versions4.184.20
Target Fix4.20
Fix Commit4042297
Main Commit4072858
Release Commit4095966
CreatedFeb 20, 2017
ResolvedMay 1, 2018
UpdatedMay 31, 2018