Description

I believe I had the "force all skinned meshes to recompute tangents (also forces Compute SkinCache)" turned on for a verification at one point, and left it on. I have experienced some ensures and other graphical oddities that I narrowed down to this feature.

Steps to Reproduce

Repro:

  1. Open UnrealTournamentEditor
  2. Open project settings
  3. Search for "skin" in the search bar
  4. Enable "Force all skinned meshes to recompute tangents (also forces Compute SkinCache)"
  5. Restart the editor when prompted
  6. Open output log

Result:
Ensure in the output log. Condition failed for an ensure in GPUSkinCache.cpp.

Ensure condition failed: !GSkinCacheSafety || RequiredVertexCount < MaxVertexCount [File:D:\Builds\Main\Engine\Source\Runtime\Engine\Private\GPUSkinCache.cpp] [Line: 1062]
Callstack
LogOutputDevice:Error: === Handled ensure: ===
LogOutputDevice:Error: 
LogOutputDevice:Error: Ensure condition failed: !GSkinCacheSafety || RequiredVertexCount < MaxVertexCount [File:D:\Builds\Main\Engine\Source\Runtime\Engine\Private\GPUSkinCache.cpp] [Line: 1062]
LogOutputDevice:Error: 
LogOutputDevice:Error: Stack: 
LogOutputDevice:Error: UE4Editor-Core.dll!FWindowsPlatformStackWalk::StackWalkAndDump() [d:\builds\main\engine\source\runtime\core\private\windows\windowsplatformstackwalk.cpp:200]
LogOutputDevice:Error: UE4Editor-Core.dll!FDebug::EnsureFailed() [d:\builds\main\engine\source\runtime\core\private\misc\assertionmacros.cpp:233]
LogOutputDevice:Error: UE4Editor-Core.dll!FDebug::OptionallyLogFormattedEnsureMessageReturningFalse() [d:\builds\main\engine\source\runtime\core\private\misc\assertionmacros.cpp:360]
LogOutputDevice:Error: UE4Editor-Engine.dll!FGPUSkinCache::DispatchUpdateSkinTangents() [d:\builds\main\engine\source\runtime\engine\private\gpuskincache.cpp:1062]
LogOutputDevice:Error: UE4Editor-Engine.dll!FGPUSkinCache::StartCacheMesh() [d:\builds\main\engine\source\runtime\engine\private\gpuskincache.cpp:632]
LogOutputDevice:Error: UE4Editor-Engine.dll!FSkeletalMeshObjectGPUSkin::ProcessUpdatedDynamicData() [d:\builds\main\engine\source\runtime\engine\private\skeletalrendergpuskin.cpp:497]
LogOutputDevice:Error: UE4Editor-Engine.dll!FSkeletalMeshObjectGPUSkin::UpdateDynamicData_RenderThread() [d:\builds\main\engine\source\runtime\engine\private\skeletalrendergpuskin.cpp:352]
LogOutputDevice:Error: UE4Editor-Engine.dll!<lambda_57a59c7915ab4e84de6f84d8da26271c>::operator()() [d:\builds\main\engine\source\runtime\engine\private\skeletalrendergpuskin.cpp:280]
LogOutputDevice:Error: UE4Editor-Engine.dll!TGraphTask<TEnqueueUniqueRenderCommandType<`FSkeletalMeshObjectGPUSkin::Update'::`2'::SkelMeshObjectUpdateDataCommandName,<lambda_57a59c7915ab4e84de6f84d8da26271c> > >::ExecuteTask() [d:\builds\main\engine\source\runtime\core\public\async\taskgraphinterfaces.h:883]
LogOutputDevice:Error: UE4Editor-Core.dll!FNamedTaskThread::ProcessTasksNamedThread() [d:\builds\main\engine\source\runtime\core\private\async\taskgraph.cpp:954]
LogOutputDevice:Error: UE4Editor-Core.dll!FNamedTaskThread::ProcessTasksUntilQuit() [d:\builds\main\engine\source\runtime\core\private\async\taskgraph.cpp:701]
LogOutputDevice:Error: UE4Editor-RenderCore.dll!RenderingThreadMain() [d:\builds\main\engine\source\runtime\rendercore\private\renderingthread.cpp:327]
LogOutputDevice:Error: UE4Editor-RenderCore.dll!FRenderingThread::Run() [d:\builds\main\engine\source\runtime\rendercore\private\renderingthread.cpp:461]
LogOutputDevice:Error: UE4Editor-Core.dll!FRunnableThreadWin::Run() [d:\builds\main\engine\source\runtime\core\private\windows\windowsrunnablethread.cpp:76]
LogOutputDevice:Error: UE4Editor-Core.dll!FRunnableThreadWin::GuardedRun() [d:\builds\main\engine\source\runtime\core\private\windows\windowsrunnablethread.cpp:33]
LogOutputDevice:Error: KERNEL32.DLL!0x00000000B01D8364
LogOutputDevice:Error: ntdll.dll!0x00000000B07D70D1
LogOutputDevice:Error: 

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Won't Fix
ComponentUE - Graphics Features
Affects Versions4.16
CreatedApr 4, 2017
ResolvedApr 7, 2017
UpdatedApr 27, 2018
View Jira Issue