With a SceneCapture2D actor in a level the editor will crash when changing to a mobile preview.
Working as expected in 4.20 CL# 4369336
Found in 4.21 Preview 1 CL# 4435822 and 4.22 CL# 4470579
This is a regression.
Users Steps:
Steps with attached project:
Results:
The Editor will crash
Expected:
The rendering level would be set to mobile
Assertion failed: UniformBufferRHI.GetReference() [File:D:\Main\Engine\Source\Runtime\RenderCore\Public\UniformBuffer.h] [Line: 85] UE4Editor_Core!FDebug::AssertFailed() [d:\main\engine\source\runtime\core\private\misc\assertionmacros.cpp:422] UE4Editor_Renderer!TUniformBuffer<FPrimitiveUniformShaderParameters>::GetUniformBufferRHI() [d:\main\engine\source\runtime\rendercore\public\uniformbuffer.h:86] UE4Editor_Renderer!SetUniformBufferParameter<FRHIVertexShader * __ptr64,FPrimitiveUniformShaderParameters,FRHICommandList>() [d:\main\engine\source\runtime\shadercore\public\shaderparameterutils.h:495] UE4Editor_Renderer!FMeshMaterialShader::SetMesh<FRHIVertexShader * __ptr64>() [d:\main\engine\source\runtime\renderer\private\shaderbaseclasses.cpp:428] UE4Editor_Renderer!TMobileBasePassVSPolicyParamType<FUniformLightMapPolicyShaderParametersType>::SetMesh() [d:\main\engine\source\runtime\renderer\private\mobilebasepassrendering.h:130] UE4Editor_Renderer!TMobileBasePassDrawingPolicy<FUniformLightMapPolicy>::SetMeshRenderState() [d:\main\engine\source\runtime\renderer\private\mobilebasepassrendering.h:994] UE4Editor_Renderer!TStaticMeshDrawList<TMobileBasePassDrawingPolicy<FUniformLightMapPolicy> >::DrawElement() [d:\main\engine\source\runtime\renderer\private\staticmeshdrawlist.inl:248] UE4Editor_Renderer!TStaticMeshDrawList<TMobileBasePassDrawingPolicy<FUniformLightMapPolicy> >::DrawVisibleInner() [d:\main\engine\source\runtime\renderer\private\staticmeshdrawlist.inl:391] UE4Editor_Renderer!TStaticMeshDrawList<TMobileBasePassDrawingPolicy<FUniformLightMapPolicy> >::DrawVisible() [d:\main\engine\source\runtime\renderer\private\staticmeshdrawlist.inl:422] UE4Editor_Renderer!DrawVisible() [d:\main\engine\source\runtime\renderer\private\mobilebasepassrendering.cpp:636] UE4Editor_Renderer!FMobileSceneRenderer::RenderMobileBasePass() [d:\main\engine\source\runtime\renderer\private\mobilebasepassrendering.cpp:988] UE4Editor_Renderer!FMobileSceneRenderer::Render() [d:\main\engine\source\runtime\renderer\private\mobileshadingrenderer.cpp:300] UE4Editor_Renderer!UpdateSceneCaptureContentMobile_RenderThread() [d:\main\engine\source\runtime\renderer\private\mobilescenecapturerendering.cpp:422] UE4Editor_Renderer!UpdateSceneCaptureContent_RenderThread() [d:\main\engine\source\runtime\renderer\private\scenecapturerendering.cpp:425] UE4Editor_Renderer!TEnqueueUniqueRenderCommandType<`FScene::UpdateSceneCaptureContents'::`12'::CaptureCommandName,<lambda_226a186ec107d37f0c8eac73e2d9dc11> >::DoTask() [d:\main\engine\source\runtime\rendercore\public\renderingthread.h:191] UE4Editor_Renderer!TGraphTask<TEnqueueUniqueRenderCommandType<`FScene::UpdateSceneCaptureContents'::`12'::CaptureCommandName,<lambda_226a186ec107d37f0c8eac73e2d9dc11> > >::ExecuteTask() [d:\main\engine\source\runtime\core\public\async\taskgraphinterfaces.h:829] UE4Editor_Core!FNamedTaskThread::ProcessTasksNamedThread() [d:\main\engine\source\runtime\core\private\async\taskgraph.cpp:679] UE4Editor_Core!FNamedTaskThread::ProcessTasksUntilQuit() [d:\main\engine\source\runtime\core\private\async\taskgraph.cpp:575] UE4Editor_RenderCore!RenderingThreadMain() [d:\main\engine\source\runtime\rendercore\private\renderingthread.cpp:333] UE4Editor_RenderCore!FRenderingThread::Run() [d:\main\engine\source\runtime\rendercore\private\renderingthread.cpp:467] UE4Editor_Core!FRunnableThreadWin::Run() [d:\main\engine\source\runtime\core\private\windows\windowsrunnablethread.cpp:76]
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2 |
Component | UE - Platform - Mobile |
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Affects Versions | 4.21, 4.22 |
Target Fix | 4.21 |
Created | Oct 16, 2018 |
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Resolved | Oct 18, 2018 |
Updated | Sep 16, 2019 |