A licensee encountered a crash during InjectTranslucentLightArray: according to them they fixed the issue in ShadowProjectionCommon.usf:
/** Cube map texture. */
TextureCube<float> ShadowDepthCubeTexture
Licensee also reported getting the crash because GBlackTextureCube was created with an incompatible format in regards to SampleCmpLevelZero. He had to replace GBlackTextureCube within FOnePassPointShadowProjectionShaderParameters (ShadowRendering.h) with a TextureCube of format PF_G16 (he just added another global TextureCube to the RenderUtils.h & .cpp)
RESULT
Crash while attempting to load
EXPECTED
Map loads and the editor remains stable
UE4Editor-D3D11RHI.dll!FD3D11DynamicRHI::RHIDrawPrimitive(unsigned int PrimitiveType, unsigned int BaseVertexIndex, unsigned int NumPrimitives, unsigned int NumInstances) Line 1481 C++ UE4Editor-Renderer.dll!RasterizeToVolumeTexture(FRHICommandList & RHICmdList, FVolumeBounds VolumeBounds) Line 1094 C++ UE4Editor-Renderer.dll!InjectTranslucentLightArray(FRHICommandListImmediate & RHICmdList, const FViewInfo & View, const TArray<FTranslucentLightInjectionData,SceneRenderingAllocator> & LightInjectionData) Line 1756 C++ UE4Editor-Renderer.dll!FDeferredShadingSceneRenderer::InjectTranslucentVolumeLighting(FRHICommandListImmediate & RHICmdList, const FLightSceneInfo & LightSceneInfo, const FProjectedShadowInfo * InProjectedShadowInfo) Line 1779 C++ UE4Editor-Renderer.dll!FDeferredShadingSceneRenderer::RenderShadowProjections(FRHICommandListImmediate & RHICmdList, const FLightSceneInfo * LightSceneInfo, bool & bInjectedTranslucentVolume) Line 1336 C++ UE4Editor-Renderer.dll!FDeferredShadingSceneRenderer::RenderLights(FRHICommandListImmediate & RHICmdList) Line 711 C++ UE4Editor-Renderer.dll!FDeferredShadingSceneRenderer::Render(FRHICommandListImmediate & RHICmdList) Line 1094 C++ UE4Editor-Renderer.dll!UpdateSceneCaptureContent_RenderThread(FRHICommandListImmediate & RHICmdList, FSceneRenderer * SceneRenderer, FRenderTarget * RenderTarget, FTexture * RenderTargetTexture, const FName OwnerName, const FResolveParams & ResolveParams) Line 304 C++ UE4Editor-Renderer.dll!`FScene::UpdateSceneCaptureContents'::`12'::EURCMacro_CaptureCommand::DoTask(ENamedThreads::Type CurrentThread, const TRefCountPtr<FGraphEvent> & MyCompletionGraphEvent) Line 553 C++ UE4Editor-Renderer.dll!TGraphTask<`FScene::UpdateSceneCaptureContents'::`12'::EURCMacro_CaptureCommand>::ExecuteTask(TArray<FBaseGraphTask *,FDefaultAllocator> & NewTasks, ENamedThreads::Type CurrentThread) Line 868 C++ UE4Editor-Core.dll!FNamedTaskThread::ProcessTasksNamedThread(int QueueIndex, bool bAllowStall) Line 932 C++ UE4Editor-Core.dll!FNamedTaskThread::ProcessTasksUntilQuit(int QueueIndex) Line 679 C++ UE4Editor-RenderCore.dll!RenderingThreadMain(FEvent * TaskGraphBoundSyncEvent) Line 319 C++ UE4Editor-RenderCore.dll!FRenderingThread::Run() Line 457 C++ UE4Editor-Core.dll!FRunnableThreadWin::Run() Line 74 C++ UE4Editor-Core.dll!FRunnableThreadWin::GuardedRun() Line 23 C++
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-42560 in the post.
0 |
Component | UE - Graphics Features |
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Affects Versions | 4.13.2 |
Created | Mar 6, 2017 |
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Resolved | Mar 6, 2017 |
Updated | Jul 14, 2021 |