This problem occurs when we use the Eye Adaptation node for calculations. Also, it does not seem to happen in 4.21.
1. Create Material
2. Create Eye Adaptation node and Texture sample Node,
3. Connecting they to Divide node
4. Finally, Connecting that node to Base Color and Apply, editor crash [Image Removed]
UE4Editor-D3D11RHI.dll!FD3D11DynamicRHI::SetResourcesFromTables<FD3D11PixelShader>(const FD3D11PixelShader * Shader) 行 1500 C++
UE4Editor-D3D11RHI.dll!FD3D11DynamicRHI::CommitGraphicsResourceTables() 行 1561 C++
UE4Editor-D3D11RHI.dll!FD3D11DynamicRHI::RHIDrawIndexedPrimitive(FRHIIndexBuffer * IndexBufferRHI, int BaseVertexIndex, unsigned int FirstInstance, unsigned int NumVertices, unsigned int StartIndex, unsigned int NumPrimitives, unsigned int NumInstances) 行 1660 C++
UE4Editor-RHI.dll!FRHICommandDrawIndexedPrimitive::Execute(FRHICommandListBase & CmdList) 行 224 C++
UE4Editor-RHI.dll!FRHICommandListExecutor::ExecuteInner_DoExecute(FRHICommandListBase & CmdList) 行 325 C++
UE4Editor-RHI.dll!FRHICommandListExecutor::ExecuteInner(FRHICommandListBase & CmdList) 行 592 C++
UE4Editor-RHI.dll!FRHICommandListExecutor::ExecuteList(FRHICommandListImmediate & CmdList) 行 642 C++
[インライン フレーム] UE4Editor-RenderCore.dll!FRHICommandListImmediate::ImmediateFlush(EImmediateFlushType::Type FlushType) 行 114 C++
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-72650 in the post.
0 |
Component | UE - Graphics Features |
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Affects Versions | 4.22 |
Target Fix | 4.22.1 |
Created | Apr 11, 2019 |
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Resolved | Apr 16, 2019 |
Updated | Apr 23, 2019 |