The assert in BasePassRendering.cpp:693 fires, crashing to desktop when using this console command in the editor, in PIE, and closes out the window when playing in Standalone. Does not crash when using "ShowFlag.LODColoration 0" or "ShowFlag.HLODColoration 0".
Reported in version 4.25.3(CL 13942748). Tested in versions 4.25.3, 4.24.3(CL 11590370), and 4.23.1(CL 9631420). Of these, issue only occurs in 4.25.3.
Results: Window pops up and the Editor crashes.
Expected: One can see actual debug view on the scene with LODs colored
Assertion failed: RHICmdList.IsOutsideRenderPass() [Link Removed] [Line: 693]
ntdll!c92f0000 + 9be44
KERNELBASE!c6be0000 + 226ee
UE4Editor-Core!ReportCrash(_EXCEPTION_POINTERS *) [WindowsPlatformCrashContext.cpp:1488]
UE4Editor-RenderCore!`FRenderingThread::Run'::`1'::filt$0 [RenderingThread.cpp:475]
VCRUNTIME140!b8c40000 + dfc0
ntdll!c92f0000 + a111f
ntdll!c92f0000 + 4b474
ntdll!c92f0000 + 4b1c5
KERNELBASE!c6be0000 + 23e49
UE4Editor-Core!ReportAssert(wchar_t const *,int) [WindowsPlatformCrashContext.cpp:1541]
UE4Editor-Core!FWindowsErrorOutputDevice::Serialize(wchar_t const *,ELogVerbosity::Type,FName const &) [WindowsErrorOutputDevice.cpp:78]
UE4Editor-Core!FOutputDevice::LogfImpl(wchar_t const *,...) [OutputDevice.cpp:61]
UE4Editor-Core!AssertFailedImplV [AssertionMacros.cpp:100]
UE4Editor-Core!FDebug::CheckVerifyFailedImpl(char const *,char const *,int,wchar_t const *,...) [AssertionMacros.cpp:450]
UE4Editor-Renderer!FDeferredShadingSceneRenderer::RenderBasePass(FRHICommandListImmediate &,FExclusiveDepthStencil::Type,IPooledRenderTarget *,bool,bool) [BasePassRendering.cpp:693]
UE4Editor-Renderer!FDeferredShadingSceneRenderer::Render(FRHICommandListImmediate &) [DeferredShadingRenderer.cpp:2017]
UE4Editor-Renderer!RenderViewFamily_RenderThread [SceneRendering.cpp:3581]
UE4Editor-Renderer!TEnqueueUniqueRenderCommandType<`FRendererModule::BeginRenderingViewFamily'::`35'::FDrawSceneCommandName,<lambda_b9a0a1a370b6fd6eeb07aaf4141a534b> >::DoTask [RenderingThread.h:195]
UE4Editor-Renderer!TGraphTask<TEnqueueUniqueRenderCommandType<`FRendererModule::BeginRenderingViewFamily'::`35'::FDrawSceneCommandName,<lambda_b9a0a1a370b6fd6eeb07aaf4141a534b> > >::ExecuteTask [TaskGraphInterfaces.h:849]
UE4Editor-Core!FNamedTaskThread::ProcessTasksNamedThread(int,bool) [TaskGraph.cpp:692]
UE4Editor-Core!FNamedTaskThread::ProcessTasksUntilQuit(int) [TaskGraph.cpp:587]
UE4Editor-RenderCore!RenderingThreadMain(FEvent *) [RenderingThread.cpp:341]
UE4Editor-RenderCore!FRenderingThread::Run() [RenderingThread.cpp:473]
---------------------------------------------------------------------------------------------------------------------------------------------------------------
> UE4Editor-Renderer.dll!FDeferredShadingSceneRenderer::RenderBasePass() Line 693 C++
UE4Editor-Renderer.dll!FDeferredShadingSceneRenderer::Render() Line 2017 C++
UE4Editor-Renderer.dll!RenderViewFamily_RenderThread() Line 3581 C++
UE4Editor-Renderer.dll!TEnqueueUniqueRenderCommandType<`FRendererModule::BeginRenderingViewFamily'::`35'::FDrawSceneCommandName,<lambda_ca994b52dcfd379b80fcb1607b30126e> >::DoTask() Line 195 C++
UE4Editor-Renderer.dll!TGraphTask<TEnqueueUniqueRenderCommandType<`FRendererModule::BeginRenderingViewFamily'::`35'::FDrawSceneCommandName,<lambda_ca994b52dcfd379b80fcb1607b30126e> > >::ExecuteTask() Line 849 C++
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There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-100075 in the post.
4 |
Component | UE - Rendering Architecture - RHI |
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Affects Versions | 4.25.3 |
Created | Sep 22, 2020 |
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Resolved | Jun 8, 2022 |
Updated | Jun 9, 2022 |