This is a trending crash coming out of the 4.18 Preview.
User Descriptions
Source Context
779 const FPrimitiveSceneProxy* Proxy = PrimitiveSceneInfo->Proxy; 780 781 TArray<FViewInfo*, TInlineAllocator<1> > Views; 782 const bool bWholeSceneDirectionalShadow = IsWholeSceneDirectionalShadow(); 783 784 if (bWholeSceneDirectionalShadow) 785 { 786 Views.Add(DependentView); 787 } 788 else 789 { 790 check(ViewArray); 791 792 ***** for (int32 ViewIndex = 0; ViewIndex < ViewArray->Num(); ViewIndex++) 793 { 794 Views.Add(&(*ViewArray)[ViewIndex]); 795 } 796 }
repro steps currently unknown
Assertion failed: ViewArray [File:D:\Build\++UE4+Release-4.18+Compile\Sync\Engine\Source\Runtime\Renderer\Private\ShadowSetup.cpp] [Line: 791] UE4Editor_Renderer!FProjectedShadowInfo::AddSubjectPrimitive() [shadowsetup.cpp:793] UE4Editor_Renderer!FGatherShadowPrimitivesPacket::RenderThreadFinalize() [shadowsetup.cpp:2620] UE4Editor_Renderer!FSceneRenderer::GatherShadowPrimitives() [shadowsetup.cpp:2763] UE4Editor_Renderer!FSceneRenderer::InitDynamicShadows() [shadowsetup.cpp:3684] UE4Editor_Renderer!FDeferredShadingSceneRenderer::InitViewsPossiblyAfterPrepass() [scenevisibility.cpp:2945] UE4Editor_Renderer!FDeferredShadingSceneRenderer::InitViews() [scenevisibility.cpp:2904] UE4Editor_Renderer!FDeferredShadingSceneRenderer::Render() [deferredshadingrenderer.cpp:579] UE4Editor_Renderer!RenderViewFamily_RenderThread() [scenerendering.cpp:2073] UE4Editor_Renderer!TGraphTask<`FRendererModule::BeginRenderingViewFamily'::`26'::EURCMacro_FDrawSceneCommand>::ExecuteTask() [taskgraphinterfaces.h:784] UE4Editor_Core!FNamedTaskThread::ProcessTasksNamedThread() [taskgraph.cpp:651] UE4Editor_Core!FNamedTaskThread::ProcessTasksUntilQuit() [taskgraph.cpp:560] UE4Editor_RenderCore!RenderingThreadMain() [renderingthread.cpp:327] UE4Editor_RenderCore!FRenderingThread::Run() [renderingthread.cpp:461] UE4Editor_Core!FRunnableThreadWin::Run() [windowsrunnablethread.cpp:76]
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0 |
Component | UE - Graphics Features |
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Affects Versions | 4.18 |
Target Fix | 4.21 |
Created | Oct 2, 2017 |
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Resolved | Aug 29, 2018 |
Updated | Dec 11, 2018 |