No user comments in crash group.
Similar callstack in [Link Removed] but that is a crash and this is an ensure.
701 if (ReflectionSceneProxy && ReflectionSceneProxy->RenderTarget) 702 { 703 ***** ensure(ReflectionSceneProxy->ViewRect[0].Min.X >= 0); 704 705 ReflectionPlaneValue = ReflectionSceneProxy->ReflectionPlane; 706 PlanarReflectionTextureValue = ReflectionSceneProxy->RenderTarget; 707 708 FIntPoint BufferSize = ReflectionSceneProxy->RenderTarget->GetSizeXY(); 709 float InvBufferSizeX = 1.0f / BufferSize.X; 710 float InvBufferSizeY = 1.0f / BufferSize.Y; 711 712 FVector2D PlanarReflectionScreenBoundValue( 713 1 - 2 * 0.5 / ReflectionSceneProxy->ViewRect[0].Width(), 714 1 - 2 * 0.5 / ReflectionSceneProxy->ViewRect[0].Height()); 715 716 // Uses hardware's texture unit to reliably clamp UV if the view fill the entire buffer.
No known steps to reproduce
Ensure condition failed: ReflectionSceneProxy->ViewRect[0].Min.X >= 0 [File:D:\Build\++UE4+Release-4.19+Compile\Sync\Engine\Source\Runtime\Renderer\Private\PlanarReflectionRendering.cpp] [Line: 704] UE4Editor_Renderer!FPlanarReflectionParameters::SetParameters() [planarreflectionrendering.cpp:704] UE4Editor_Renderer!FBasePassReflectionParameters::SetMesh() [basepassrendering.cpp:216] UE4Editor_Renderer!TBasePassPixelShaderPolicyParamType<FUniformLightMapPolicyShaderParametersType>::SetMesh() [basepassrendering.inl:84] UE4Editor_Renderer!TBasePassDrawingPolicy<FUniformLightMapPolicy>::SetMeshRenderState() [basepassrendering.h:1236] UE4Editor_Renderer!TStaticMeshDrawList<TBasePassDrawingPolicy<FUniformLightMapPolicy> >::DrawElement<2>() [staticmeshdrawlist.inl:248] UE4Editor_Renderer!TStaticMeshDrawList<TBasePassDrawingPolicy<FUniformLightMapPolicy> >::DrawVisibleInner<2>() [staticmeshdrawlist.inl:399] UE4Editor_Renderer!TStaticMeshDrawList<TBasePassDrawingPolicy<FUniformLightMapPolicy> >::DrawVisible() [staticmeshdrawlist.inl:451] UE4Editor_Renderer!FDeferredShadingSceneRenderer::RenderBasePassStaticDataType() [basepassrendering.cpp:1005] UE4Editor_Renderer!FDeferredShadingSceneRenderer::RenderBasePassStaticData() [basepassrendering.cpp:1119] UE4Editor_Renderer!FDeferredShadingSceneRenderer::RenderBasePassView() [basepassrendering.cpp:1368] UE4Editor_Renderer!FDeferredShadingSceneRenderer::RenderBasePass() [basepassrendering.cpp:984] UE4Editor_Renderer!FDeferredShadingSceneRenderer::Render() [deferredshadingrenderer.cpp:989] UE4Editor_Renderer!UpdatePlanarReflectionContents_RenderThread() [planarreflectionrendering.cpp:278] UE4Editor_Renderer!`FScene::UpdatePlanarReflectionContents'::`10'::EURCMacro_CaptureCommand::DoTask() [planarreflectionrendering.cpp:476] UE4Editor_Renderer!TGraphTask<`FScene::UpdatePlanarReflectionContents'::`10'::EURCMacro_CaptureCommand>::ExecuteTask() [taskgraphinterfaces.h:829] UE4Editor_Core!FNamedTaskThread::ProcessTasksNamedThread() [taskgraph.cpp:665] UE4Editor_Core!FNamedTaskThread::ProcessTasksUntilQuit() [taskgraph.cpp:574] UE4Editor_RenderCore!RenderingThreadMain() [renderingthread.cpp:331] UE4Editor_RenderCore!FRenderingThread::Run() [renderingthread.cpp:465] UE4Editor_Core!FRunnableThreadWin::Run() [windowsrunnablethread.cpp:76]
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There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-57258 in the post.
0 |
Component | UE - Graphics Features |
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Affects Versions | 4.19, 4.20 |
Created | Apr 4, 2018 |
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Resolved | Oct 27, 2020 |
Updated | Nov 4, 2020 |