Crash when attempting to enable HDR via UserSettings
This crash will also occur when project is fullscreen.
User's Environment:
"I have an Nvidia GTX 1080 Ti and have two monitors attached:
1. BenQ EL2870U, Primary, HDR Capable, Attached via DisplayPort
2. BenQ BL2711U, Secondary, Not HDR Capable, Attached via HDMI
Crash happens even if I put Windows 10 HDR and WCG to On and also if i
detach the second monitor."
1. In level blueprint on event begin play, create following BP chain: GetGameUserSettings -> SupportsHDRDisplayOutput -> EnableHDRDisplayOutput (Image of this viewable at https://docs.unrealengine.com/en-us/Engine/Rendering/HDRDisplayOutput )
2. If you do not have an HDR display, do not attach boolean from SupportsHDRDisplayOutput to EnableHDRDisplayOutput. Instead, force True on Enable in EnableHDRDisplayOutput
3. Play in standalone - Game will crash.
Example project with UMG button for this attached.
Assertion failed: !bEnable || IsHDRAllowed() [Link Removed] [Line: 882]
UE4Editor_Core!FDebug::AssertFailed() [d:\build\++ue4+release-4.20+compile\sync\engine\source\runtime\core\private\misc\assertionmacros.cpp:425]
UE4Editor_Engine!UGameUserSettings::EnableHDRDisplayOutput() [d:\build\++ue4+release-4.20+compile\sync\engine\source\runtime\engine\private\gameusersettings.cpp:883]
UE4Editor_Engine!UGameUserSettings::execEnableHDRDisplayOutput() [d:\build\++ue4+release-4.20+compile\sync\engine\source\runtime\engine\classes\gameframework\gameusersettings.h:40]
UE4Editor_CoreUObject!UFunction::Invoke() [d:\build\++ue4+release-4.20+compile\sync\engine\source\runtime\coreuobject\private\uobject\class.cpp:4728]
UE4Editor_CoreUObject!UObject::CallFunction() [d:\build\++ue4+release-4.20+compile\sync\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:772]
UE4Editor_CoreUObject!UObject::ProcessContextOpcode() [d:\build\++ue4+release-4.20+compile\sync\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:2197]
UE4Editor_CoreUObject!UObject::ProcessInternal() [d:\build\++ue4+release-4.20+compile\sync\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:984]
UE4Editor_CoreUObject!UObject::CallFunction() [d:\build\++ue4+release-4.20+compile\sync\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:896]
UE4Editor_CoreUObject!UObject::ProcessInternal() [d:\build\++ue4+release-4.20+compile\sync\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:984]
UE4Editor_CoreUObject!UFunction::Invoke() [d:\build\++ue4+release-4.20+compile\sync\engine\source\runtime\coreuobject\private\uobject\class.cpp:4728]
UE4Editor_CoreUObject!UObject::ProcessEvent() [d:\build\++ue4+release-4.20+compile\sync\engine\source\runtime\coreuobject\private\uobject\scriptcore.cpp:1344]
UE4Editor_UMG!TMulticastScriptDelegate<FWeakObjectPtr>::ProcessMulticastDelegate<UObject>() [d:\build\++ue4+release-4.20+compile\sync\engine\source\runtime\core\public\uobject\scriptdelegates.h:462]
UE4Editor_UMG!UButton::SlateHandleClicked() [d:\build\++ue4+release-4.20+compile\sync\engine\source\runtime\umg\private\components\button.cpp:189]
UE4Editor_UMG!TBaseUObjectMethodDelegateInstance<0,UButton,FReply __cdecl(void)>::Execute() [d:\build\++ue4+release-4.20+compile\sync\engine\source\runtime\core\public\delegates\delegateinstancesimpl.h:597]
UE4Editor_Slate!SButton::OnMouseButtonUp() [d:\build\++ue4+release-4.20+compile\sync\engine\source\runtime\slate\private\widgets\input\sbutton.cpp:290]
UE4Editor_Slate!FEventRouter::Route<FReply,FEventRouter::FToLeafmostPolicy,FPointerEvent,<lambda_1002768c627006711ef2f351a87ec0e7> >() [d:\build\++ue4+release-4.20+compile\sync\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:268]
UE4Editor_Slate!FSlateApplication::RoutePointerUpEvent() [d:\build\++ue4+release-4.20+compile\sync\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:5468]
UE4Editor_Slate!FSlateApplication::ProcessMouseButtonUpEvent() [d:\build\++ue4+release-4.20+compile\sync\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:5975]
UE4Editor_Slate!FSlateApplication::OnMouseUp() [d:\build\++ue4+release-4.20+compile\sync\engine\source\runtime\slate\private\framework\application\slateapplication.cpp:5955]
UE4Editor_ApplicationCore!FWindowsApplication::ProcessDeferredMessage() [d:\build\++ue4+release-4.20+compile\sync\engine\source\runtime\applicationcore\private\windows\windowsapplication.cpp:1736]
UE4Editor_ApplicationCore!FWindowsApplication::DeferMessage() [d:\build\++ue4+release-4.20+compile\sync\engine\source\runtime\applicationcore\private\windows\windowsapplication.cpp:2182]
UE4Editor_ApplicationCore!FWindowsApplication::ProcessMessage() [d:\build\++ue4+release-4.20+compile\sync\engine\source\runtime\applicationcore\private\windows\windowsapplication.cpp:895]
UE4Editor_ApplicationCore!FWindowsApplication::AppWndProc() [d:\build\++ue4+release-4.20+compile\sync\engine\source\runtime\applicationcore\private\windows\windowsapplication.cpp:732]
user32
user32
UE4Editor_ApplicationCore!FWindowsPlatformApplicationMisc::PumpMessages() [d:\build\++ue4+release-4.20+compile\sync\engine\source\runtime\applicationcore\private\windows\windowsplatformapplicationmisc.cpp:129]
UE4Editor!FEngineLoop::Tick() [d:\build\++ue4+release-4.20+compile\sync\engine\source\runtime\launch\private\launchengineloop.cpp:3408]
UE4Editor!GuardedMain() [d:\build\++ue4+release-4.20+compile\sync\engine\source\runtime\launch\private\launch.cpp:166]
UE4Editor!GuardedMainWrapper() [d:\build\++ue4+release-4.20+compile\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:144]
UE4Editor!WinMain() [d:\build\++ue4+release-4.20+compile\sync\engine\source\runtime\launch\private\windows\launchwindows.cpp:223]
UE4Editor!__scrt_common_main_seh() [f:\dd\vctools\crt\vcstartup\src\startup\exe_common.inl:283]
kernel32
ntdll
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-60508 in the post.
2 |
Component | UE - Graphics Features |
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Affects Versions | 4.19.2, 4.20, 4.21 |
Target Fix | 4.20 |
Created | Jun 14, 2018 |
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Resolved | Jun 14, 2018 |
Updated | Jun 28, 2018 |